so they finally announced touch release date
Preorders open on October 10 online and at physical retailers, the controllers will go on sale on December 6.
Price is 200 bucks for standing only if you want room scale you need another sensor which is 79 bucks
So all in same price point to the vive as could be predicted
There's some interesting games been shown for touch unfortunately exclusives so the likely won't be available on the vive which annoys me partly because it seems madness to restrict sales in such a niche market that needs all the userbase it can get to have any chance of going main stream an open platform is going to bring far more people to the table but mostly because I want to play them and am not going to fork out another 800 dollars for a rift so I could do so
Lost Echo looks especially good
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I finally got my email and will be pre-ordering; but the Vive still feels likes it would have been the better option.
I finally decided to get the touch, current estimates put it in my hands around ... 6 December - 15 December so sometime next year it is.
Cool! I bet it arrives after our baby.
You are welcome to come around sooner and try it without touch, although you will leaving wishing you had the ability.
For the seated experience I have a wheel and pedal setup for things like euro truck driver 2 and Dirt Rally 2 or try elite dangerous with the HOTAS. ... Or try the game pads things? or the single button blipper with its endless possibilities.
They have arrived mwhahahahahahaa!!!
No baby yet. Shit.
Interesting article from a developer regarding the development finances of VR games, which also touches on the reason behind the exclusives...
http://www.eurogamer.net/articles/2016-12-08-dean-hall-reveals-hard-trut...
Basically, devs don't like working on VR, and the money isn't there unless the platform subsidises...
Hmmm interesting but I'm not sure if they are right by making exclusives you are reducing the number of people that can purchase your product and with VR that market is already small
Only shipping for one platform it's probably of the order of halving your possible market (based on the somewhat questionable numbers I've seen for installed base of various headsets)
I guess it's one of those trade off situations if the facebook money is good enough it will counteract the lack of potential customers
He does also say that development on the separate platforms is a massive overhead.
I think this argument is that the whole market still doesn't have enough to pay development costs, so the studios are better off taking the platform money and doing an exclusive title. This makes sense...right now you need a top-end gaming rig to run VR on PC (or about £800 of stuff to play PS VR), so it's very much early-adopters only.
Looking at Steamspy for some VR games, the most popular is Arizona Sunshine (supports both platforms), with just under 12,000 sales, with an average income of approximately $15 a sale. That's $180,000 before Steam take their cut (30% I believe), so that's leaving you with about $120,000, which doesn't seem much (2 badly paid developers for a year? Probably less once you factor in various other costs).
http://steamspy.com/app/342180
The next VR game on the list (skipping Dirt and Google Tilt) looks a little healthier...Serious Sam VR (also on both platforms)
http://steamspy.com/app/465240
Higher install base at 20,000, and higher cost at $35 average, but that's still only $490,000 after Steam deductions.Not bad if you are a 1-man band indie developer, but this is a large, established development company...
To your point arizona sunshine is intel funded