HTC RE Vive VR Headsets Delayed

Those surprised that the HTC (RE) Vive VR headset being made in partnership with Valve was announced for release this year will be less surprised to learn that HTC has now revealed the VR headsets will not be widely available until 2016 (thanks VG247). The Verge has word from a press release stating: "HTC will offer the first commercial Vive units via a limited quantity of community and developer systems" later this year, "with larger quantities shipping in calendar Q1 2016." This more closely aligns their release with competing units from Oculus Rift and Sony Project Morpheus, which are also both due next year. No reason for the setback is provided.
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Re: HTC RE Vive VR Headsets Delayed
Aug 28, 2015, 12:32
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Re: HTC RE Vive VR Headsets Delayed Aug 28, 2015, 12:32
Aug 28, 2015, 12:32
 
HoSpanky wrote on Aug 28, 2015, 10:20:
My primary concern with all of these VR headsets coming out isn't resolution/refresh rate. Those things will constantly improve over time. The first headsets need to be sure to NOT cause motion sickness, that's the absolute most important part. Make someone sick once, they'll never use it again and they'll warn their friends against it. So the resolution is lower than we'd want, because it has to work on less-than-stellar video cards to sell enough to gain traction.

But none of that is really news. What no one seems to be talking about is interoperability. With what...5 different headsets coming out, is there a standard for the interface? Or will SOME games work with the Valve headset, and a completely different set of games with with the Rift, and ANOTHER set only works with the Razer headset...

I see it like when 3D accelerators first came out. Sure, 3DFX cards were the king of the hill, but for a while there, SOME games had a 3DFX patch, and others had PowerVR patches, but very rarely did one game have both. There were other contenders as well, and it made for a splintered market. DirectX came along and solved all that, making it a godsend...it just required people to run their games in windows, not DOS. I didn't like the overhead windows added, but the benefits of directX could not be denied.

Currently, I sincerely doubt these headset makers are agreeing on a standard. They're all funding different projects so they can brag about having a must-have game ONLY in VR on THEIR headset. Because they're only interested in selling THEIR headset, NOT the sustainability of VR as a standard.

Does anyone recall seeing a single article about compatability? Not a rhetorical question, I'm seriously hoping I somehow have missed that happening.

Why would there need to be standardization from the outset? The software and experience is ONLY thing that differentiates them because the tech will likely be close to identical. These companies are in competition in the market. The market will speak to which standard is chosen. Once someone wins, the others will pile on and then try to innovate for increased market share, or bow out. Remember we're talking about products that haven't even been released yet. It's too early for a call to standardize.
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