Oculus consumer specs nailed down

VR maker aiming for $200-$400 price tag, promises resolution, refresh rate improvements in final product

The Rift still doesn't have a release date, but it's another step closer as Oculus co-founder Palmer Luckey told Eurogamer that the hardware specs for the consumer version have finally been nailed down.

"We know what we're making and now it's a matter of making it," Luckey said, adding that the consumer version will be much improved from the developer kit hardware previously released. "The jump from DK1 to DK2 is similar to the jump from DK2 to CD1 [the consumer version]."

Even if the specs have been finalized, Luckey wasn't willing to spell them out. He said the system's resolution would see "a significant increase" from the 1080p currently featured in the latest developer kit, but he wouldn't say to what. Similarly, the screen refresh rate will be bumped from 75Hz to 90Hz "or higher."

The price is also still in flux, as co-founder Nate Mitchell told the site the company wants to make it as cheap as possible, but hasn't accounted for all the variables yet.

"We want to stay in that $200-$400 price range," Mitchell said. "That could slide in either direction depending on scale, pre-orders, the components we end up using, business negotiations..."

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Latest comments (6)

matthew bennion Web Development 7 years ago
$200 to $400 dollars?!? It needs to be at the lower end but I imagine that it'll be within the realm of $300 as that's the classic market trick! Give a acceptably low and an outrageously high price point so when an announcement is made that comes half way people are more accepting of it.
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Andrew Jakobs Lead Programmer 7 years ago
Well, one thing that shouldn't be forgotten, higher resolution and higher refreshrates also means you'll need a much better PC than already is needed for the DK2.. A lot of regular consumer PC's aren't up to doing the DK2 justice, so how in the world do they even believe a much higher specced HMD will perform.. Let's not forget, regular gamers don't even have the best hardware, yes ofcourse you'll scream, "But my CPU/GPU can handle it without a sweat", but then you should think again, a lot of people don't have $200+ videocards... People will expect to be able to play games that look like Battlefield 4 on ultramax (or whatever the highest setting is)..
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Martin Banak Graphic Designer, 3d Artist, Indie game dev 7 years ago
I'm looking forward to it.
On the beginning it will require top spec pc with $1000 GPU and there won't be many games supporting it, this is how it goes for any new technology. Eventually there will be dx12, new optimization technology as well as new generation of GPU's that will subsequently offer more power for money. In couple of years it should be both cheaper and more available to an average consumer.

Kind regards,
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Henry Durrant Programmer, SUMO Digital7 years ago
@Andrew Jakobs : Even if the CD1 is capable of higher resolutions, lower end machines could surely run at half or even quarter resolution to get the refresh-rate back up? Also lower end machines will just have to run at lower graphics-quality levels to get higher refresh rates, just as they do now with normal monitors.

I hope the price is the lower/middle of that scale but unless it becomes extortionate, I'll definitely be ordering one.
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Steven Hodgson Programmer, Code in Progress Ltd7 years ago
I've been going off the Oculus for a while. It has been some time since the first dev kits came out, and now they're on the next dev kits, there have been some cracking examples of games using it well, however not nearly as much I had hoped for. I think after the first few games they'll just get samey.

I'm not against the idea of it, and I do hope I'm wrong in future, but I think with a price tag like $200-$400 I'd expect almost as many games as I'd buy for my consoles over its lifetime.
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Paul Shirley Programmers 7 years ago
@Andreas: that presupposes the market will become big enough to justify the expense of properly adapted games. At the high end of the proposed price that market will be the hard end of hardcore gamers and well adapted games will be because developers wanted it for themselves and weren't under time pressure to ship the base versions.

I have an unfortunate gut feeling we'll see tiny numbers of real VR games and a market awash with quick hacks. VR is so seductive the audience probably won't even notice they could have better.
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