Another retailer listing for Oculus Touch, but still no confirmation from Oculus VR.
I wonder if these come with a jar of Vaseline? $200 for these controllers is straight up rape. No doubt that they didn't release these at the same time as the rift to intentionally mislead consumers about the price of the rift. Now rift owners must pony up another $200 or miss out on half of the already sparse selection of games because they don't have motion controllers. They should have told people when the rift first launched that "Hey we will be launching $200 motion controllers later this fall that is needed to complete the VR experience."
but everyone who purchased a Rift knew that the controllers weren't included, and would be releasing at a later date. Hence the reason why it was $200 cheaper than the Vive.
@Neonridr7m ago [but everyone who purchased a Rift knew that the controllers weren't included, and would be releasing at a later date. Hence the reason why it was $200 cheaper than the Vive] Exactly!, and it was for good reason, the cost components inside the motion controllers in both the Vive and OculusRift Touch controllers are not cheap tracking data Sensors ..they can be pretty expensive for what's inside... A capacitive touch sensor diode is by itself may be cheap but when you build in an array of them inside each controller it's going to increase your cost per controller! And when that's only just one such bank of Sensors inside each controller , your going to have to look at what other such parts cost. It's more expensive than many I think here may seem to think it's not or something. Before Sony released the PlayStation Move controllers , Sony infact had to wait to release them, before the price points could infact come down, and even still they were expensive on a individual controller basis. The Magnetometers inside could run back in when Move was in development about $9.00 to $12.00 back in 2004 , because of how small they needed them to be in order to account for sensor drifting. That's just by the cost of the Magnetometer itself! Why do you think Sony waited? PlayStation Move was in development since 2000, Dr.Marks knew what was needed, he also knew how expensive the components were going to be...lol
Joe: Sony didn't wait on the release of PS Move, it essentially scrapped it. Then Nitnendo hit is out of the ballpark with Wii, so Sony did a me too. The problem is actually that the Wii success wasn't the hardware, but the games. Wii Sports was a killer app, and what Sony made was just really really bad. So instead of developing new technology that is better for VR, Sony just re-used their very old stock of PS Move to sell it again. Neon: If you add the cost of the Oculus Rift headset and the controller, you end up at the same price point as HTC Vive. That is why the Touch cost $200. Just because they can!
@don'thate - yep, no surprise there. :)
I think these things should have been in the box rather than a controller that most people already have. Are they really going to charge $200 for these things, why are they so expensive?
@Perjoss21m ago [I think these things should have been in the box rather than a controller that most people already have. Are they really going to charge $200 for these things, why are they so expensive?] The sensors, and what is also inside the controller chipsets embedded right on the controller itself. https://developer3.oculus.c... Both the Rift AND the Vive both use the IMU as the primary position tracking system. It responds extremely quickly and updates at several hundred Hz (1000Hz sampling, 500Hz reporting). However, IMUs drift due to double-integration of error. The drift is on the order of metres per second. So what both tracking systems do is squelch that error 60 times per second (both have a 60Hz global position update rate) using their optical sensors to provide an absolute position reference. For BOTH systems, high-speed position tracking performance is down ENTIRELY to IMU performance. It wouldn't be possible at all without another absolute reference system (optical, magnetic or otherwise) but it's the IMU that's doing the grunt-work. The Rift's Constellation cameras are genlocked; they capture a frame at the same point in time. That means all marker positions are known at the exact same time. However, Lighthouse is a scanning system: not only do you not know the positions of markers at the same point in time, you don't even get the X and Y positions at the same point in time: there is a 4ms delay (4 scans per 16ms) between each laser strike for each sensor. If a controller is moving at a modest 1ms-1 , then between laser strikes it's moved 4mm! While throwing a controller like a cricket ball is extremely ill advised, a 150mph throw (~150mph hand speed) is 45ms-1, or 180mm between scans. Using the IMU data allows you to update parts of the position (X or Y coords, or polar spherical coords relative to the basestation, depending on how Valve are doing their math) independently of each other. To put this in perspective, the PlayStation moves 1:1 tracking while great, this one in the OculusRift Touch controller's is even better! The hardware to gather that type of Tracking in real time is or can be fairly expensive from a consumer perspective , and they would be right for the market that is more price sensitive for Entertainment expenditure, but on the same token in what is inside the hardware from an engineering perspective is very reasonable in its asking price point. I see I have a disagreement, well did you know the sensors & the chips inside these can go upwards of [email protected] near $70.00, than add vacuum forming pricing for the outer shell housing, than added in multiple array of diodes, all the other wonderful small doodads like thumb stick, buttons , battery & let's not forget triggers... And people think these were going to be cheap? Do I think they should have told people they were going to be fairly expensive, yes , do I think by not doing so would have hurt their chances to sell the OculusRift? Yes. Was they upfront about selling these as a separate purchase? Yes Are they optional for a reason..you bet they are..lol, that's why the standard Game control pad was used. Wow even more Disagreement, awesome well atleast I can stand by my opinion with a actual discussion on the subject instead of phantom disagree's!
thanks for that info,i did not know that
@donthate4h ago(Edited 4h ago) Joe: [Sony didn't wait on the release of PS Move, it essentially scrapped it.] Prove that! I will be waiting a hell of a long time for you to prove that, because your pulling that right out of your freaking A$$. [ Then Nitnendo hit is out of the ballpark with Wii, so Sony did a me too.] Nintendo bought the technology to release it , because both Microsoft & Sony both turned it down in 2000. Hell Sony has told the pitch man flat out no because they already were working on such a controller method..So Nintendo cuts cornors and releases first , so suddenly Sony is the "Me too" get out of here with that , there I doubt would even been a Wiimote without Nintendo seeing Sony show off a demo for such at SIGGRAPH 2000 for at the time using a PlayStation 2. [ The problem is actually that the Wii success wasn't the hardware, but the games. Wii Sports was a killer app, and what Sony made was just really really bad] Yes you keep thinking that, so where is wiimotion plus now? Hmmm? That's right in the dust collection bin over at Nintendo , because they cut corners while Microsoft & Sony did not..at least Microsoft's kinect could still be used, and most Likely will, with its deal for VR! But this: "what Sony made was just really really bad" I can tell you really are blowing things out your colon..
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