Oculus Rift: Kickstarter

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37 comments, last by Hodgman 11 years, 8 months ago
Yes, without need to stare at a screen or without borders must improve nicely. Already 3D glasses are impressive but this will get huge.
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I don't think I would rake out 300 and also rewrite the majority of the rendering functions in my programs just to accommodate a fancy pair of glasses that are somehow better than those things that popped up at arcades in the 90's. Not to be a pessimist, but they really do seem a long way off from having a chance at becoming remotely mainstream.[/quote]
7,269 people signed up for the developer version alone. And from all the videos of game reviewers / media personalities, I would say it's most likely going mainstream. If you watch the videos they are clearly better than anything in the 90's, as backed up by one of the biggest tech guys John Carmack...

Why exactly would you re-write rendering functions.......do you know how programming works? It is a display. Do you re-write code for Asus vs Dell monitors? All you have to do is probably spend a few hours to get the interface working.

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7,269 people signed up for the developer version alone.

I would have signed up, but I want to wait for the consumer version and don't want to buy it twice :/
Why oh why did I waste my money on the Ouya, which is NOT going mainstream, and most likely will fail? Now I won't spend any more money on Kickstarter, but ORift would definitely have been a better choice. I regret buying an Ouya kit, I should have just got an Orift kit. That is going to be far more successful.

C dominates the world of linear procedural computing, which won't advance. The future lies in MASSIVE parallelism.

I would have signed up, but I want to wait for the consumer version and don't want to buy it twice :/[/quote]
Same.

Why oh why did I waste my money on the Ouya, which is NOT going mainstream[/quote]
Ouya could go mainstream. From reading about Fez and they had to pay 10,000 some dollars to get their game certified, Ouya won't need this. So it could be very very good for indie games. I didn't support that one because it is too early on what will be supported. Whether it is mainstream or not, as long as it has some good games it is valuable.

NBA2K, Madden, Maneater, Killing Floor, Sims http://www.pawlowskipinball.com/pinballeternal


Ouya could go mainstream. From reading about Fez and they had to pay 10,000 some dollars to get their game certified, Ouya won't need this. So it could be very very good for indie games. I didn't support that one because it is too early on what will be supported. Whether it is mainstream or not, as long as it has some good games it is valuable.

Fez didn't pay that much to get the game certified (at least where you get the number I believe is wrong). They would have had to pay more money for re-certification to patch in bug fixes and they'd already used their one free patch, which caused the game breaking bug. I believe that 10s of thousands number is based off the number of downloaded copies when the patch goes in also.

To my knowledge the reason you don't get infinite patches, aside from MS not wanting to host a crapload of patches, is because XBLA games should be complete on release, and any unforseen problems that arise outside of testing should be solved with your free patch.
Well I believe I heard someone at a job I worked mentioned that number. Either way I will bet that certifying your game costs quite a lot of money. The console companies aren't going to pay people for free for weeks to certify you. It's gotta be up there for costs.

NBA2K, Madden, Maneater, Killing Floor, Sims http://www.pawlowskipinball.com/pinballeternal


Well I believe I heard someone at a job I worked mentioned that number. Either way I will bet that certifying your game costs quite a lot of money. The console companies aren't going to pay people for free for weeks to certify you. It's gotta be up there for costs.


I would imagine they didn't charge them outright (MS was also one of their publishers). More likely they would recoup the costs off future royalties. In the case of their original certification, MS probably covered it because they 1. were their publisher and 2. split a hefty chunk of the revenue (30-40% most likely) off of the games sales.

That said, an open market does not always mean higher profits. If you want a low barrier market just look at Apple, Android, and WP7/8. The best games on those markets outpace the best games on XBLA, but I'd bet the average game on XBLA makes more money than the average game on any of those platforms. I don't know the average for an XBLA game, but to my knowledge the average iPhone game makes around $2000.

It could be argued that XBLA games are forced to be higher quality because of certification/development costs, but I'd wager XBLA games are making more than the median earning games of the top 50% of best selling iPhone apps, though the gap would be closer. It would most definitely be higher than the median earning (by revenue) games of the top 50% of iphone games by development cost.
Ouya could go mainstream. From reading about Fez and they had to pay 10,000 some dollars to get their game certified, Ouya won't need this. So it could be very very good for indie games.
I believe I heard someone at a job I worked mentioned that number. Either way I will bet that certifying your game costs quite a lot of money. The console companies aren't going to pay people for free for weeks to certify you. It's gotta be up there for costs.
Yes, console certification costs between ~$10,000 to ~$40,000, same with certified patches. N.B. if you fail certification, then you lose this money. You've got to cough up a 2nd time after you've fixed the problems found by the first attempt!
Doesn't matter who you are or what your game is, the same costs apply to everyone. Because of this, I've seen a common trend of companies saving money by certifying their builds one at a time (e.g. ps3 first, then 360) in case the certification process turns up a bug (which would likely result in failing both, resulting in another several tens of thousands spent on the 2nd attempt at certification).
On top of that, it's almost impossible to get a game on to XBLA -- only publishers can make submissions, and MS has a capped quota of accepted games per quarter that they never exceed.
It would almost be impossible for Ouya to be that indie-unfriendly! wink.png

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