Here’s another rapid-fire update on the worlds of VR and MR as I’ve been able to track a few things.
Oculus VR has dropped the price of the Oculus Rift headset and the Oculus Touch controller by $100 each. At launch, the headset cost Us $599 and the controllers, released later and a crucial part of the system, were priced at US $199. The new pricing brings the price for both down to the US $598 mark – just US $100 more than the Playstation VR bundle, and makes the Rift headset much cheaper than its main rival – the HTC Vive.
“Cheaper” is of course a relative term. Despite work to allow the Rift operate with lower-specifications systems (see my last round-up), to get the fullest out of the system you still need a heft PC with a hefty price.
There is still no news on when the untethered version of the Rift, with the project name Santa Cruz, will be ready for consumers. The only major update is that when it does appear, it will be marketed via Oculus VR’s “lower end” mobile division.
Speaking at the announcement of the price drop, Oculus VR’s former CEO (now head of Desktop VR), Brendan Iribe, indicated that the company is focusing on the next generation of VR systems, which he defines as being “a very big leap from where we are today”. However, consumers are unlikely to see anything on this front for at least another two years.
On February 1st, the ZeniNax case against Facebook / Oculus drew to a close, with the plaintiff being awarded US $500 million in damages over alleged code theft. While Facebook is seeking to have the verdict set aside, on February 24th, ZeniMax filed an injunction seeking to block Oculus VR from using the disputed code in its products. The news came via several outlets at the time, including Ars Technica, which pointed out that the injunction probably won’t succeed, but that if it does, it could be massively disruptive to both Oculus and Samsung, as the code is also used in the Gear VR.
HTC Vive 2?
Rumours are circulating that HTC are working on the “Vive 2”, an improved version of their headset. Details have been sketchy and a little confused; one early report from November 2016 suggested the “Vive 2” would be a wireless / WiFi system, but given this came out shortly before HTC and Vive X Accelerator company TPCAST announced a “tether-less” WiFi kit for the existing Vive, (see me last round-up, linked to above) that report many have been incorrect.
However, other sources have indicated that “Vive 2” is in development, but has not release date. It is also said to have the internal code-name of “Oasis”. Has someone at HTC been reading Ready Player One?
In the meantime, HTC aren’t cutting the Vive’s price – but they are offering a new finance plan to help purchase it. They’ve also announced two new accessories: a Deluxe Audio Strap and the Tracker. Both are priced at a “mere” US $99. The Deluxe Audio Strap is in fact a rigid, Oculus-style head mount for the headset, complete with headphones.
The Tracker, due to ship in Q2 2017, is essentially a sensor unit which allows game and hardware developers to turn real-life props into virtual weapons / gaming pieces, from guns to swords, to bats and so on. Once connected to a peripheral, it allows the Vive’s lighthouse sensors to detect and track it, enabling it to be visualised in-game.
As has been widely reported, sales of VR headsets have been far slower than the early hype predicted. No surprises there in many respects. Currently, Sony’s Playstation VR system is the highest-selling – but that’s just about to hit the million units mark. Oculus Rift and Vive are some way behind, with 243,00 and 420,00 unit sales respectively at the end of 2016.
This plateauing of sales has led to some pundits almost writing-off VR. However, while it would seem likely VR will be a niche product when compared to the everyday potential of Augmented Reality / Mixed Reality (AR / MR), it’s worth remembering that consumer-centric VR is only at the first generation stage. It is hampered by cost and the need to be hooked into a high-specification PC. Over time, some of these aspects – especially cost – will come down, encouraging more widespread interest / adoption, especially in those markets outside of games where VR could have a real impact: education, training, simulation, design, architecture. So it is perhaps a little premature to be pointing at current sales figures and declaring VR a “fad” or similar.