怎麼評價消費版 Oculus Rift CV1 599 美元的預售價格?

北京時間2016年1月7日,Oculus Rift消費版正式開啟預售,但是首發$599的價格高於很多粉絲的預估。很多人在Palmer Luckey的推特下面狂吐槽,元芳你怎麼看?


首先請看Palmer的AMA:正面對撞!$599的Rift傷了人民的心,且看PalmerLuckey的解釋!

這個價格不符合人們預期,主要在於Oculus之前設定了大家的期望值(300-400)。

但是不要拿DK和這個比,直接看這個就好

我們只看一點:就是$599,值不值這個價格?

上圖是零件爆炸圖,製作這個爆炸圖的員工也說DK2可以稍微再爆開一點但相比起來,DK2是很簡單的裝配。

我們先看,CV1的目的是什麼。

最重要、絕對的第一目的就是保證體驗。只有在保證了體驗的前提下,普及才有意義。否則像上面某些「遊戲業資深人士」,大放厥詞別人不懂遊戲業的那樣,拿一堆垃圾,隨便讓人想吐的頭顯就讓人買,普及得了嗎?

Palmer Luckey:虛擬現實在成為誰都能買的起的東西之前,必須要先成為所有人都想要的東西

再簡單不過的邏輯了,不是么?

何況,開銷大頭並不是Rift,而是配備了至少970或者290以上顯卡的電腦。這並不是遊戲機,一個all in one 的東西,買回去就能玩。你沒有電腦,那就是廢物。那麼,現在有這種配置,或者願意投入這種配置的人,$600真的算貴嗎?

如果定到3,400,對,買的人更多了,一個沒有PC或者垃圾PC配置的人也去買。然後,光客服說不定就把Oculus搞垮了。

好,那麼,我們再看看,如果$599都是成本,那麼成本都在哪?

一、雙AMOLED屏,解析度1080×1200,90Hz刷新,專為虛擬現實優化。

目前體驗過三大頭顯的,都認為Oculus的屏是最好的,無論是紗門效應和光束流等缺陷都是解決得最好的。

Valve 的人估計成本佔1/6,也就是$100。

另外,鏡頭部分,是至少雙菲涅爾級別的鏡片(DOE,或者單菲涅爾加多鏡片組),單反級別,專門訂製。Oculus 的鏡片看不見菲涅爾鏡片特有的紋路,肯定也經過了大幅度的修改。我對單反鏡頭不熟悉,有相關製作工藝,對光學了解的同學可以分享一下。他們對於鏡片方面的要求是:輕,這個不用多說;配合屏幕,能盡量降低紗門效應,減少對於像素的觀感;放大整個屏幕,但在保證放大倍數的前提下又盡量降低周圍部分的畸變和焦距變化,讓眼睛游移的時候畫面不會擺動。

各種零部件,保證Rift能舒適戴在頭上,同時要適配各種不同的頭型的大小、瞳距大小,各種機械結構,用料要保證結實而且足夠輕。

音效。目前據所有體驗者說,降噪的表現完全超出預期,聲場等都相當出色。

光學跟蹤系統。大家可以去了解下其它的sub mm級別低延遲的光學跟蹤系統的價格。

布料。布料是為了舒適度,但在Rift這邊,最麻煩的是要顧及紅外的穿透性。一般布料都會漫反射光線,

而 Rift 的布料也是專門製作的

300+的零件都是訂製的。

參考:

設備到底怎麼樣?

Palmer Luckey 深入分享鏡片/光學的設計與製造

第一批Oculus Rift已出產線,Rift 進化史全面解析

正面對撞!$599的Rift傷了人民的心,且看PalmerLuckey的解釋!


其實早就覺得,不論CV1賣的便宜或是昂貴,都不會得到什麼正面的評價,畢竟硬體和平台已經帶不動輿論的升溫了,靠EVE這樣的遊戲來推廣才應該是後面的大方向吧?


先轉載一下OR的CEO Palmer Luckey在IAmA的回答,晚上回來寫翻譯版本:

(轉載自I am Palmer Luckey, founder of Oculus and designer of the Rift. AMA! : IAmA)

提前粗略翻譯一段核心回答:

我們其實從RIFT上並不能賺到錢,附加的xbox手柄以及高解析耳機、隨身攜帶包、捆綁的遊戲其實都沒有影響到我們的定價,Rift上核心的科技是他兩個為VR而生的OLED顯示屏。這兩個顯示屏有很高的刷新率以及極高的像素密度,此外Rift還有極為精密、輕質且耐用的動作追蹤系統和機械調整系統。Rift所使用的前沿光學系統甚至比很多高端單反鏡頭都更複雜。

問:

The price is what it is, I understand bleeding edge electronics is expensive.. My question is "why was the messaging about price so poor? $599 is not in the ballpark of $350 when your target audience is the mainstream".

答:

I handled the messaging poorly. Earlier last year, we started officially messaging that the Rift+Recommended spec PC would cost roughly $1500. That was around the time we committed to the path of prioritizing quality over cost, trying to make the best VR headset possible with current technology. Many outlets picked the story up as 「Rift will cost $1500!」, which was honestly a good thing - the vast majority of consumers (and even gamers!) don』t have a PC anywhere close to the rec. spec, and many people were confused enough to think the Rift was a standalone device. For that vast majority of people, $1500 is the all-in cost of owning Rift. The biggest portion of their cost is the PC, not the Rift itself.

For gamers that already have high end GPUs, the equation is obviously different. In a September interview, during the Oculus Connect developer conference, I made the infamous 「roughly in that $350 ballpark, but it will cost more than that」 quote. As an explanation, not an excuse: during that time, many outlets were repeating the 「Rift is $1500!」 line, and I was frustrated by how many people thought that was the price of the headset itself. My answer was ill-prepared, and mentally, I was contrasting $349 with $1500, not our internal estimate that hovered close to $599 - that is why I said it was in roughly the same ballpark. Later on, I tried to get across that the Rift would cost more than many expected, in the past two weeks particularly. There are a lot of reasons we did not do a better job of prepping people who already have high end GPUs, legal, financial, competitive, and otherwise, but to be perfectly honest, our biggest failing was assuming we had been clear enough about setting expectations. Another problem is that people looked at the much less advanced technology in DK2 for $350 and assumed the consumer Rift would cost a similar amount, an assumption that myself (and Oculus) did not do a good job of fixing. I apologize.

To be perfectly clear, we don』t make money on the Rift. The Xbox controller costs us almost nothing to bundle, and people can easily resell it for profit. A lot of people wish we would sell a bundle without 「useless extras」 like high-end audio, a carrying case, the bundled games, etc, but those just don』t significantly impact the cost. The core technology in the Rift is the main driver - two built-for-VR OLED displays with very high refresh rate and pixel density, a very precise tracking system, mechanical adjustment systems that must be lightweight, durable, and precise, and cutting-edge optics that are more complex to manufacture than many high end DSLR lenses. It is expensive, but for the $599 you spend, you get a lot more than spending $599 on pretty much any other consumer electronics devices - phones that cost $599 cost a fraction of that to make, same with mid-range TVs that cost $599. There are a lot of mainstream devices in that price-range, so as you have said, our failing was in communication, not just price.

其他問答:

In what "ballpark" can we expect Touch"s price to be?

No more ballparks for now. I have learned my lesson.

How many games can we expect to have available to us by years end?

At least 100 - Over 20 Oculus Studios titles, many more 3rd party titles.

John Carmack tweeted that he expects gaming to occupy less than 50% of the time we spend in the RIFT.. what kind of experiences is he eluding to. Oculus Medium? Toy box? How much is there to do in Toy Box?

Somewhat surprisingly, the majority of time spent right in Gear VR is video and experiences, not games. Over time, VR span beyond games, much like the evolution of computer and mobile platforms before it. Right now, gaming is going to be the primary driver of PC VR, but the content base will expand over time.

What kind of prices can we expect Movies/Experiences to have in the Oculus Store? Most experiences in the GearVR store have been free.

There will be the range of prices from free to higher priced AAA games. The pricing will be similar to what you see in console PC games.

Can we have some detailed information about the screens/displays? FOV/Resolution/pixelfill/pentile/etc... these are custom displays, we want to know everything

We will be sharing more soon. We have done a lot of work optimizing and building these displays, we definitely want people to see how awesome they are.

What accessories can we expect to see from Oculus for the Rift (replacement facial interface padding)

There are a range of accessories coming, and we』ll have a range of facial interfaces ourselves. Expect more news in the future.

The are some apps on the GearVR store that are unavailable to people in certain countries.. (MilkVR in Australia for example), are we going to have to deal with that bullshit with the Rift in it"s Oculus store?

We want to have all Oculus Store content available everywhere in the world for Gear VR and Rift. There may be some cases where we can』t because of local policy or technical limitations.

Multiplayer experiences are obviously going to be a big thing when it comes to VR, what is Oculus doing to ensure its not the Wild West out their for connecting to other Oculus Users.. Id really rather not have to sign up to a hundred different gaming portals each with its own unique friends list and differing network performance…

Our games services provide devs the ability to use your Oculus Name throughout all of the Oculus games and experiences.

Are there any details about Oculus" Friends List/Store Front/Community/Library app/program. Basically im asking how is Oculus" answer to Steam going? Can we have some details?

We talked about the Oculus platform at the E3 Rift Reveal event in June and at Oculus Connect 2 in September, good to watch those talks if you have not already. No additional news yet.

Oculus have the Rift and Touch. Is there anything else VR related you guys are working on that your willing to let slip?

Yes, we are working on a wide range of VR technology. No, not willing to let more secrets slip here.

Will upgrading to Windows 10 be required for Rift? Will it provide a better experience for the Rift specifically? (compatibility, setup, etc)

We support Windows 7, Windows 8, and Windows 10.

Will we ever see a drum kit in Rock Band VR? or Multiplayer..

That』s a better question for Harmonix, the developers of Rockband.

How Long will the Cables be from headset to PC, is it feasible to extend that length for room to vr experiences?

4 meters from PC to Rift headset, though use of extenders is often possible.

Palmer the messaging you have been hammering out lately is "We"ll see you in the Rift".. how exactly will that happen?

Multiplayer and social experiences like EVE Valkyrie, mostly! I can』t work all the time, gotta spend some time playing VR games myself.

Recommended specs are 970/290.. anyone buying a RIFT will EXPECT to play all games at max settings and have the best experience possible.. is a 970 up for that challenge? will Nvidias Pascal GPU"s be better suited for VR? what will YOU (@palmer) be running on your rift set up?

You won』t necessarily be able to play all games at MAX settings on the recommended spec. You will be able to play everything in the Oculus store at a high quality level (90 FPS) on the recommended spec. Personally, I am going to be running the standard rec spec rig to make sure I get the same experience as most users.

Will Oculus Cinema be able to play our 3D/2D Bluray movies off the disc or do we have to go through the whole rip/convert phase.

On Gear VR, Oculus Video has a paid video store that features full-length films from our content partners. It also supports sideloaded video playback. You can expect similar features to come to Rift over time.

I want to know more about the small new remote, can we play games with it? What was the decision behind it and what functionality can we expect from it

We designed the Oculus Remote to be simple and intuitive input device for navigating VR experiences, especially when a fully-featured gamepad doesn』t make sense. An example is Oculus Video on Gear VR, which can be explored with just with gaze and tap. The remote is also ideal for non-gamers who want to try VR but aren』t familiar with a gamepad. It is also a good fit for apps that are ported across from Gear VR to Rift.

Will only apps downloaded from the Oculus store work or will we be able to use software that is downloaded outside the app store?

You』ll be able to do both. You can download Rift titles from our store or elsewhere and run them.

When CV1 is out, what happens to DK1 DK2 compatibility? are they phased out immediately or will the SDK allow seemless support for them for games and experiences? is this all on the developers themselves? Will the introduction of Touch phase out DK2 completely when it comes to games with "Touch required"?

We want to make sure that developers with DK1 and DK2 can continue developing for Rift. We』ll have more news on DK1 and DK2 compatibility over the next few months.

The Case that the CV1 comes in, is there a place for the Oculus Touch in that case?

Maybe…

Will we see CV2 before 2020? Can』t say too much about future products yet.

What kind of 3D support can we expect for traditional, non-VR games? If I want to play Overwatch or Heroes of the Storm or Counterstrike on my Rift, can I use it as a dummy 3D display? If not, why?

This may be enabled via 3rd party applications, but it isn』t something we』re focused on for Rift launch.

Can we expect to ever see a cheaper, stripped down Rift SKU (-Xbox controller, -headphones, -games, etc)

Very unlikely for the first generation of Rift. A standardized system is in the best interest in developers trying to reach the widest audience, and we cannot significantly reduce the cost without dramatically reducing quality. Also see my first post.

What"s the rough cost breakdown that goes into the $600 cost of production? Roughly how many % of the price is the OLED, optics, audio, electronics, peripherals, and manufacturing?

And spoil the first tear down?! I wish I could share the detailed breakdown, but I cannot, for both internal and partner related reasons. I will use whatever credibility I have left to assure you that you are getting a pretty crazy deal.


$599嫌貴么?

其實一個低端4K顯示器也要這個價了吧?

把Occulus Rift當一個比較獨特的顯示器,你就想通了。

而且要上VR的話,不僅是Occulus Rift,PC本身也需要一筆大投資。GTX980是推薦配置,所以光是顯卡就是$1k。捨得上VR的都是骨灰級的PCMasterRace,對價格並不那麼敏感。

不過遊戲支持還是一個大問題,所以我還是等HTC Vive。


首先這個預售價,比我預料的的確高了一些。到手的話,估計都要5000人民幣左右了。

但是討論售價高低有意義嗎,反正討論上天了,也還是這個售價,所以我更關心的是,這個售價普通消費者會不會買單,畢竟只有普通消費者買單,才有C端用戶,我這個做解說的才活的下去啊。那些做內容做硬體的公司,再差也能轉B端活下去,我這個做解說的難道給企業做解說去啊。

好吧,有些扯遠了

那麼,599美元普通消費者會不會買單呢,國外的不說,就說國內的。會不會買單的呢?

我覺得:不會!

原因很多,首先自然是價格,到國內5000出頭的價格,還不是黃牛價。然後是購買難度,反正這次預售是沒有大陸的,發貨地址不能填大陸,並且需要具備海淘能力的人才能買到,同時不支持中文。購買的高門檻,使用的高門檻,可謂是自絕於中國普通消費者。(當然這一切都是基於預售的情況的,以後會不會調整戰略,以後再說)

那麼,是不是Oculus(以下簡稱OC)在中國就沒戲了呢(沒戲指的是市場份額相對會很小)

我覺得,如果不調整戰略,很有可能,至少在一段時間內,OC的確沒戲。原因反而不是因為我前面說的那幾個。在中國最大的沒戲的原因就是:HTC VIVE相比而言實在是太重視中國了

全球第一次開發者大會放在北京,CES上亮相最新一代機器之後,北京1月馬上有兩次普通消費者可以體驗新機器的機會,這時候CV1在國內應該還沒有開發者拿到手吧。和順網的合作,表明了B2B2C的戰略方向,至於HTC有沒有首發不包含中國,以及不漢化的可能,我覺得有可能,畢竟曾經5000點還有可能是牛市的開始呢。

當然到這裡,說服力其實還是不夠的,因為雖然,購買難度,還有漢化啥的解決了,但是價格門檻還是那麼高的。而HTC VIVE不太可能比OC便宜,所以加上公認的電腦需要6000人民幣,一套VR下來需要整整1萬多啊,而且HTC VIVE最佳的體驗,還需要至少10平米的場地。這個經濟門檻,普通消費者也很難接受吧。

對於這個問題,我想說的是,對,就是很難接受

但是VR的普及不會因為這個受阻

因為中國有網吧類型的中間層來承受這個高門檻,然後以單位時間收費的方式來盈利,同時極大降低普通消費者體驗VR的門檻,看清楚了,是極大!本來一萬多的體驗門檻,現在幾十塊錢就能體驗到。所以OC是否在中國沒戲,很大的原因是取決於這些中間層是否會採用OC。

那前面也說了,相比於不重視中國的OC,HTC VIVE實在太重視了,大家不選擇VIVE而選擇OC,我估計也就是因為信仰了吧。

所以還是那句話OC在中國最大的沒戲的原因就是:HTC VIVE相比而言實在是太重視中國了

不過,不管有沒有戲都隨意,因為OC至少現在就不在乎中國,have fun china~

最後,我是OC半個信仰粉。

最最後,給自己做個廣告,如果你關注虛擬現實喜歡遊戲喜歡大鉛筆,歡迎關注我的公眾號:

大鉛筆(ID:daqianbivr)

為你帶來有特色的虛擬現實內容~


非常合理,國內一些號稱最棒的vr眼鏡都賣2000左右。


這個價格的真正意思就是FACEBOOK沒打算讓這東西普及。

399是VR眼鏡普及的價格上限,再高就不用談了。300美元能賣出3000萬台,也許5000萬?600美元的話銷量撐死有600萬台了不起了,讓我猜的話,300萬不到。

雖然VR眼鏡在其他領域的前途也不比遊戲業小,但他肯定還是需要先靠遊戲達到普及的,而低價是遊戲市場的基礎。

遊戲史上賠的最慘的遊戲機3DO,採用和Oculus Rift一樣的經營模式,售價是遊戲史上空前絕後的的700美元,它的東家是當年和任天堂並列為世界頂級軟體商的EA,以EA的軟體支持力度尚且失敗,自身毫無軟體開發經驗的OR必須仰
賴其他軟體商開發軟體,結果陷入死循環:價格高,必須依靠強力的遊戲推廣,因為銷量低所以沒有大廠商願意做遊戲給它,因為價格高所以銷量上不去。

更有說服力的是599元的PS3差點把SONY搞死,而PS3後來翻身就是因為降價。

雖然按照通貨膨脹,價格上限也不是一成不變,但是現任主機中XBOX ONE就是因為500美元這個價格和自大的公關策略死掉的。

95%的消費者是只看錢不看性能的,這個道理,幫人配過電腦買過IT產品的你們是最清楚的。

這種定價還成功的東西,我只能想得到IPHONE,但我不認為VR眼鏡的使用價值可以和手機+電腦相提並論。

實際上這個價格本身是合理的,因為FACEBOOK沒辦法像遊戲機廠商一樣靠收稅補貼製造成本,它必須讓眼鏡本身賺錢。從這點來說從一開始VR眼鏡就已經註定要失敗。扎克伯格恐怕難咎其責,他一點不懂遊戲業。SONY的Morpheus效果會比Oculus Rift差,顯然SONY認為哪怕是欺騙消費者,也要比根本無人問津強。

令狐笑天 老師的說法代表了很大一部分人的心態,而且沒說錯,早期低成本低體驗會毀掉VR這個行業。但是你們完全沒有站在Oculus的立場上看問題啊朋友。如果O社沿著現在的路線走下去,那最終的結果只能是為他人做嫁衣。

對O社來說,與保證體驗同等重要的是壟斷標準,沒有普及率,單純炒熱市場,那等到技術成熟,總會有成本控制更好甚至技術更先進的公司出現,你開發的市場就會被普及型產品接管。3D顯卡霸主3DFX的滅亡就是這個過程的完美體現,他的Glide標準是第一個死掉的,甚至現在的顯卡霸主NVIDIA與
其他所有廠商聯手力推的OpenGL都死掉了,微軟的DX為什麼會贏?因為他控制了平台,也控制了遊戲廠商,它才是直接與生產商和用戶接觸的人,顯卡廠商僅僅淪為原材料供應商。蘋果的IOS可是一個完整的封閉平台,與VR平台單純只有一個API沒有可比性,何況現在IOS也被安卓衝擊得七零八落了。

如果O社沿著現在的道路走下去,結果用屁股想都知道,微軟在XXX版WINDOWS中集成VR API,O社像NVIDIA一樣淪為純粹的硬體製造商,天天請示微軟,爸爸你看我有個新技術要不要加入下一版DX啊?

有人會說標準不重要,錯了,對Oculus來說標準不重要,但是對FACEBOOK來說,他收購Oculus的唯一原因就是建立標準。你都要建立標準了還不考慮普及,有這麼玩的嗎?當自己是國有企業啊?當然,也不排除FACEBOOK對標準根本無所謂,只要能讓世界進入VR時代以它在社交領域的壟斷度自然能有賺頭。這麼共產主義的玩法確實也挺符合矽谷的人的心態,我這種商人太LOW了。


對於體驗過DK2的人來說,CV1的售價不是問題,想買買不到才是問題……


今年不知道已經是國內第幾個「VR元年」了,Oculus Rift消費版才終於開賣。

然而我最擔心的事還是發生了,首發即是一盤冷水澆頭,估計這個「VR元年」又得緩一緩了。

因為Oculus Rift消費版的槽點實在是太多了!

1.首先價格貴到炸裂,599美元(摺合人民幣3927元),預計3月28日發貨。

關於價格問題,窮屌們無權非議,我們可以回頭看看Oculus創始人Palmer Luckey 2013年的一次採訪。

他早已預言過這東西要賣600刀了,科技圈毒奶誕生!

這是他為自己的「欺騙」行為做出的解釋:

硬體不打算賺錢,這不是幾年前就被雷布斯玩膩了的宣傳語么,至少小米真的是拉低了國產智能機的價格啊,你這拉高價格還說不打算賺錢,心術不正了吧。

2.本次Oculus Rift消費版同捆贈送一個遙控器、一副耳機、一個深度感應器和一隻Xbox One手柄。

那個炫酷的環形控制器Oculus Touch跳票了,要第二季度發售,並且還要另外交錢。

Palmer Luckey說,這個Xbox One手柄你們不要可以賣掉它。但很明顯,Oculus不負責回收。

不管有沒有Xbox One的玩家肯定都覺得,真是日了狗!

3.開始使用Oculus Rift前你得先有台"核彈"970以上的PC,據傳全球只有1%的PC達標。

唔,不知道Oculus Rift開機會不會顯示:你已經打敗全球99%的用戶了!

即便你願意隨身背著一台裝了核彈的PC主機,你也不能戴出門裝逼,因為戴上它無異於瞎了眼。

不過剛改名為Vive Pre的HTC Vive則順利攻克了這個難題,他們只是在前面加了個攝像頭,這樣在合適的時候它還能變身AR設備。

4.首發附送2款遊戲,《Lucky』s Tale》和《EVE: Valkyrie》,用Xbox One手柄玩。

支持Xbox One遊戲的事,並沒有具體上線的計劃表,不過到時候你也得先有一台Xbox One才行。

(微軟:想要拉攏我的Xbox玩家,先幫我捆綁賣掉這批滯銷的手柄!)

5.科技以換殼為本,Oculus Rift消費者版本的外觀比剛眾籌時那山寨殼子時尚了許多。

但Palmer Luckey卻對那個裝設備的盒子讚譽有加,他表示用戶們非常喜歡這個盒子。

這麼雍容華貴的盒子,現代版「買櫝還珠」?

6.Palmer Luckey很早之前還說過,Oculus Rift未來售價為100美元。

從日前《金融時報》的採訪來看,這個未來指的是,10年後...

當然,索尼的說法也差不多——在PS VR的【生命周期】內降低至【一台主機】的價格。

PS4首發399美元,PS3首發599美元,一台主機到底哪一台可說不準,生命周期到底是幾年也說不準。

7.核彈大廠英偉達表示,VR遊戲需要7倍於普通遊戲的機能才行,GTX 970已經out了,來張980Ti吧騷年。

GTX 980Ti售價649刀,當然你土你豪你有999刀的Titan X肯定是最好的了。

他們還推出了 "GeForce GTX VR Ready"活動,提醒那些想購買Oculus Rift的消費者,先給自己的PC整款好點的顯卡。

而惠普等PC廠商則直接推出了VR專屬PC,這台HP ENVY Phoenix售價1700美元。

掐指一算,Oculus Rift這599刀好像根本算不了什麼!

8.研究報告顯示,大多數美國人承受不起超過500刀的賬單。

這個不能承受指的應該是心理上,並且針對的是非必需的娛樂休閑產品。

599刀,在高收入美利堅也不是普通消費者能玩轉的,看來Oculus VR這次真的有點傷害了廣大人民群眾的感情。

人與人之間基本的信任都沒有,這完全是透支全行業預期的行為啊。

9.這盤冷水潑下來,國內的第N個「VR元年」肯定也不好過。

畢竟國內玩家對於VR的心理預期可能還停留在「XX墨鏡」99元的基礎上,599美元跨度實在有點大。

想效仿國產手機,光從硬體上抄襲,估計也難以降下成本。

不過接下來的索尼PS VR和HTC Vive Pre倒是解脫了,遮遮掩掩一直不肯透露的價格估計也該鬆口了。

當然,Oculus Rift的槽點和瓶頸是整個VR行業共通的,概念超前於硬體和技術,有落差是必然的。

好在599刀也不是頂破天的奢侈品,Oculus Rift消費者版本預售依舊火爆,有閑錢有興緻有情懷的都願意砸錢支持。

Kickstarter那些盼了三年的小夥伴更是歡天喜地,Oculus VR沒有忘記初心,給所有眾籌275美元以上的小夥伴免費贈送了消費者版本。

只是這個概念真正成型的三年來,整個科技行業、遊戲行業無數次的狂熱和鼓吹,都變成了眼前這個現實,這個絕大多數人玩不起的現實,這個尷尬又傷感的現實。

本文首發於:有趣點

Oculus Rift消費版冷水澆頭 VR元年又得緩一緩了


講道理,以我印象中的知乎用戶平均收入(任何一個和招聘有關的問題下都能看到,大部分都是年入百萬的水平),為啥會覺得3600左右的東西貴…………百思不得其解


傳聞開發方覺得目前還不夠成熟

但是FB那邊有壓力

可能對策略有所影響


通常產品還不夠好的時候,是不想大賣的。

高價是為了控制銷量。

要是便宜大賣了,然後罵聲一片,粉絲不上二次當,以後還怎麼賣?

google glass也是同理。


對於我來說:不對中國發售,沒有Touch,電腦配置要求太高,價格偏高,貨源不知充足否(某寶又要抬價了)。

價格因素排在第四位,不知可以回答你的問題不?


恩,我倒是不明白了,599刀很貴么?

一個主流的iphone6S 16G 起步價都4000度,一台這麼高級的設備比手機便宜,不合算么?

隨便一台Mac Book Pro都價格翻幾倍了好不好。

就算有人說Oculus要帶一台電腦才能運行,但是總價格還是比人造革的LV要便宜好多,好不好,而且這是生產力工具,是用來賺錢的。 四個輪子的你可以選比亞迪,也可以選布加迪,各有各的價值取向。

為什麼一定要便宜了才有市場? 為什麼便宜才能受歡迎呢?


這個定價決定了VR在2016仍然沒有迎來元年。

CV的定價十分奇怪,GearVR早已99刀,Oculus Rift憑藉僅多的OLED屏幕和位置感測器的物料成本不應該這麼高。而研發成本明顯應當通過平攤走量引發的平台馬太效應獲得補償,而不是通過賣硬體賺錢。

換句話說,就是明顯還應該繼續燒錢的時候,你選擇了盈利。這是透支全行業預期的行為。

另一個方面講,如果CV在透鏡和視覺疲勞的專利方面沒什麼新的突破,外觀設計和材料選擇被抄襲基本是分分鐘的事情。一旦PC遊戲自帶VR模式成為標配而非平台封閉,$599的定價註定無法與山寨抗衡。


其實看CV1的配置要求 970顯卡就2500元 CV1也不過就是一個半970 不到一個980 更不用說980TI

所以貴嗎?

哦 沒有970

那買這玩意幹嘛

你買個暴風魔鏡不就得了


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