Jump to content
  • Advertisement
  • 08/22/17 08:04 PM

    The V-aRms Race Has Begun: VIVE Drops Price $200

    GameDev Unboxed

    Jesse "Chime" Collins


    This is only the beginning, VRm I right?

    Not unlike an arms race, the VR price war has only begun. Who has the best Equipment? Early this Summer, Oculus had a massive sale on their device, the Oculus Rift, ending in a permanent price drop. HTC is now following suit, cutting out the sale, dropping the price altogether on their Vive Head-Mounted Display.

    Yesterday, The HTC Vive took a hefty slash in price, dropping from their $799 price tag, down to $599. This comes as no surprise after the Oculus Rift dropped down to $399 earlier this Summer on sale. At the end of the sale, the price raised back up to $499 as the final price, $100 less than previous to the sale.

    The HTC Vive comes with plenty of their worth for the price, too. Along with the head-mounted display, accessories include two wireless controllers, two bases stations, comfort-related materials, and everything purchasers need to get going (cords, etc.). Additionally, the system comes with Google Tilt Brush, Everest VR, and Richie’s Plank Experience as promotional content, as well as one-month subscription to Viveport.

    Vive's Giving Away Some Free Content For New Owners


    As a breakdown of the free content, purchasers of the Vive get $53 of extra content from the promotional pack. Google Tilt Brush ($19.99 retail value) gives artists a full 360-degree canvas to paint massive murals and masterpieces. Everest VR ($14.99 retail value) allows people to climb Mount Everest in first-person, without the fear of dying from hypothermia. Richie’s Plank Experience is a starter “game” for new VR players, teaching balance using VR, as well as giving a couple extra modes like a sky-writing experience.

    But, that’s not all! Purchasers of the $600 system also get a free 1-month subscription to Viveport, HTC’s subscription service, valued at the incredibly pricey $6.99. Subscribers can choose five games/experiences to try out during their subscription period, with five more for each additional subscribed month. The list to choose from includes some amazing titles like ROM: Extraction, which has players shooting robots in a space station. But, people should research their potential options to maximise their potential. For instance, players can also choose the (somehow) award winning title, BUTTS: The VR Experience, which may or may not push virtual reality to its foremost limits (spoiler: it doesn’t).

    But, What About Me And You?


    The question to ask is “What does this mean for potential VR buyers?” Well, the war is in motion here, showing both of these price drops. Virtual Reality enthusiasts and companies are pushing that VR is the future. With this price drop, the Vive finally becomes more affordable to the masses, as well as the even more affordable Oculus Rift. But, alas, other companies are starting to get in on the game, as well.

    Some people just want entertainment instead of gaming. Artists want whitespace to create. Experiences can be strapped to a face for cheap. Google, the folks that bring the Daydream to the VR market, is pushing their own boundaries by teaming up with HTC and Lenovo for cost-effective standalone experiences. Microsoft’s HoloLens will take users into augmented reality, albeit from a much higher price. VRotica, an erotica-enabled standalone HMD device already on the market, costs a fraction of the price of other HMDs.

    Essentially, VR is getting cheaper. For those that have a device already, awesome. The experiences are unlike anything ever before. For potential buyers, as with all technology in history, VR is getting cheaper all the time. Thousands of games and experiences inhabit the SteamVR storefront and respective virtual shops.

    “VR Ready” Computers are coming down in price as well, eventually making the idea a non-issue. But, the average joe still has to fork out some cash for a game-capable machine, because cheap computers still can’t handle it. VR, at the moment, is for the elite, but it won’t be for too much longer.

    Is it the perfect time to grab a now $599 Vive, a recently dropped $499 Rift, or should buyers wait it out for even better prices and devices later?

      Report Column Entry

    User Feedback

    Ah drops price by 200$, for second there I thought they dropped it to 200$ :P.

    Share this comment

    Link to comment
    Share on other sites

    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now

  • Advertisement
  • Similar Content

    • By yadda
      The purpose of this is to get me started in a direction as far as knowing what to look at or evaluate.  I need either a library, or an engine.  I could consider cannibalizing source to make something custom, if necessary.  A few things:
      - Open source, and/or free.
      - 2D.
      - Realtime.
      - At a minimum I will need collision detection.  I may go full-bore physics, but it won't need to be super-fancy - e.g. complicated joints, rag doll dynamics, etc. - it would just need to be basic collision physics.
      - As for platforms, no Microsoft, no .NET, no C#, etc.  Also, it would need to be either OpenGL, or something like that which is 'standard' and freely available.  At a minimum, this would run on Linux, preferably FreeBSD.
      - Would prefer non-Java.  If I'm having to compile something, or link into some library, best would probably be C/C++.
      - This is important.  I need something parallelizable.  Meaning, I would like to run a bunch of 'whatever' I will be using (engines or whatever) on multiple cores, possibly even multiple machines, and I would like them to ALL tackle the SAME problem.  Just think of some big simulation, with multiple processors producing the simulation.
      - Performance is a concern.
      - I don't know how hardware acceleration factors into this, if at all.  I know it is generally used for the graphics.  But here, my concern is the collision resolution, and possibly the physics, but not the graphics at this juncture.  So, you tell me.
    • By Ike aka Dk
      We are the small team ,which searching for coder in unity C#.
      Because ,we need free hands to our project.
      Project genre is space sim 2d.Sems like Freelancer or Space Impossible.You can be in sandbox or you can complite missions.We had made sems like 50-60% of prototype ,which we will send to itch.io . More info in our discord .
      The end of project:early 2019
      If you interested team Discord:
      Write to Scoutrooper.
    • By chuffrey
      I need advice or tutorial links from anybody that wants to help, but I'm trying to make a game using UWP, DirectX, and C++, because I need it to be able to upload to the Xbox Creators Program, https://www.xbox.com/en-US/developers/creators-program.
      Judging by the responses and the information that I have received, I have decided to try and use C# to make a game using UWP and DirectX, considering my past experience and the similarities between Java and C# far surpass the ones between Java and C++.
      Thanks for all of the helpful responses! 
  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!