oculus rift cost | KitGuru https://www.kitguru.net KitGuru.net - Tech News | Hardware News | Hardware Reviews | IOS | Mobile | Gaming | Graphics Cards Sat, 03 Oct 2015 03:10:47 +0000 en-US hourly 1 https://wordpress.org/?v=6.4.3 https://www.kitguru.net/wp-content/uploads/2021/06/cropped-KITGURU-Light-Background-SQUARE2-32x32.png oculus rift cost | KitGuru https://www.kitguru.net 32 32 Palmer Luckey: Oculus Rift will cost more than $350 https://www.kitguru.net/peripherals/anton-shilov/palmer-luckey-oculus-rift-will-cost-more-than-350/ https://www.kitguru.net/peripherals/anton-shilov/palmer-luckey-oculus-rift-will-cost-more-than-350/#comments Sat, 03 Oct 2015 03:01:23 +0000 http://www.kitguru.net/?p=270460 As Oculus VR gets closer to release of its Oculus Rift virtual reality headset, more details emerge about the hardware itself as well as about its price. According to Palmer Luckey, the founder of Oculus VR, the company did not want to make any trade-offs in terms of quality, which is why it decided to …

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As Oculus VR gets closer to release of its Oculus Rift virtual reality headset, more details emerge about the hardware itself as well as about its price. According to Palmer Luckey, the founder of Oculus VR, the company did not want to make any trade-offs in terms of quality, which is why it decided to use a lot of custom hardware for the headset. As a result, Oculus Rift will cost over $350.

“We are roughly in that [$350] ballpark,” said Palmer Lucker in an interview with RoadToVR web-site. “But it is going to cost more than that.”

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For Oculus VR it is important to develop a device, which will offer a nearly perfect user experience, a device that does not have drawbacks or trade-offs. High quality not only means great reviews in technical and mainstream press, but also a positive word of mouth buzz. According to the founder of Oculus VR, the company decided not to make compromises neither in terms of quality, nor in terms of features. As a result, commercial Oculus Rift will be considerably better than the DK1, DK2 and Crescent Bay prototypes for game developers.

“We have added a lot of technology to this thing beyond what existed in the DK1 and DK2 days,” said Mr. Luckey. “It would really suck if you put something out there and people were like ‘ah man… the Rift is good, but it’s not quite there’, you know? ‘If only it was a little better, if the lenses were a little better, if the resolution was a little better, if the screens had been a little bit better, then it would be great because you’d you’d say ‘god, we could have just charged a little more and put a little bit more money into custom hardware and actually achieve that’.”

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As reported, the first-generation VR headsets from all manufacturers will be rather expensive because they use a lot of custom components tailored particularly for the VR gear and which are not mass produced. For example, the commercial Oculus Rift will use a custom AMOLED display, specially made lenses, special tracking sensors and so on.

“The Rift is a lot of custom hardware,” said the founder of Oculus VR. “It is using lenses that are some of the hardest to manufacture lenses in any consumer product you can go out and buy. It is using custom displays we worked on with Samsung that are optimized for virtual reality […]. [The same thing with] the tracking system. We could have made tradeoffs that had… honestly like 90% of the tracking quality we had now, and we decided to do things that would bump that quality up a little bit more even though it raised the cost of the headset.”

Palmer Luckey did not reveal the final price of the Oculus Rift headset, but clearly indicated that it would cost like a new game console (e.g., $399 and up). In fact, since the company hopes to earn money by getting royalties from game developers, it is unlikely that it will actually set the final price before it understands what to expect from games, their availability and their sales.

Discuss on our Facebook page, HERE.

KitGuru Says: In the recent weeks both Sony and Oculus VR indicated that the first-gen virtual reality headsets are going to be expensive. The main question now is how expensive they are going to be.

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Oculus VR: Consumer VR headset will cost ‘at least $300’ https://www.kitguru.net/peripherals/anton-shilov/oculus-vr-consumer-vr-headset-will-cost-at-least-300/ https://www.kitguru.net/peripherals/anton-shilov/oculus-vr-consumer-vr-headset-will-cost-at-least-300/#comments Sat, 26 Sep 2015 10:26:04 +0000 http://www.kitguru.net/?p=269572 Oculus VR finalized specifications and release timeframe of its first Oculus Rift virtual reality headset for consumers back in May, but the company has always deliberately declined to disclose the price of the device. At its Oculus Connect conference earlier this week the firm indicated the low end of the Oculus Rift price and also revealed …

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Oculus VR finalized specifications and release timeframe of its first Oculus Rift virtual reality headset for consumers back in May, but the company has always deliberately declined to disclose the price of the device. At its Oculus Connect conference earlier this week the firm indicated the low end of the Oculus Rift price and also revealed why it has not started to take pre-orders yet.

“We all know it is going to be at least $300,” said Nate Mitchell, vice president of products at Oculus VR, in an interview with PC Gamer.

At the Tokyo Game Show last week Andrew House, chief executive officer of Sony Computer Entertainment, said that the PlayStation VR head-mounted display will cost like a new game console, which means $399 right now, or less if Sony cuts the price of its PlayStation 4 by the time the device arrives. Since the first-generation consumer VR headsets use a lot of custom hardware, such as displays, they are not expected to be cheap to manufacture, hence, they will be rather expensive for the end-user. It is not surprising that according to Nate Mitchell the Rift headset will cost at least $300.

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Right now Oculus VR is working on final details of the Oculus Rift and does not want to initiate pre-order program because the product is still “far ahead.”

“There isn't a big reason to take your money too far ahead of the device,” said Mr. Mitchell. “What I think about all day long is user experience, right? So if I am going to promise you something and you are going to hand me a significant amount of money or whatever it is – we all know it's going to be at least $300 – if you are going to hand me $300 today, I am not going to be excited to tell you: ‘OK, in nine, 10, 12, 11 months, whatever it is, you're going to get something in return.’ The longer you wait, the more you are like, ‘This is obnoxious.’”

The Oculus Rift VR headset for gamers is set to hit the market in the first quarter of 2016. What is unclear is whether it will be early Q1 or late Q1.

Different market analysts draw different pictures for the market of virtual reality headsets next year. Gartner and Juniper Research believe that various manufacturers – Oculus, HTC/Valve and Sony – will sell two or three million VR headsets in 2016, respectively.

Discuss on our Facebook page, HERE.

KitGuru Says: Keeping in mind that Oculus VR and HTC/Valve consider their virtual reality headsets new gaming platforms, they will earn money not (only) by selling hardware, but by charging royalties from game developers. As a result, it is in their best interests to make the actual hardware very affordable. In general, as soon as Oculus VR figures out how many VR games it should expect in 2016 – 2017 and what the attach rate is going to be, it can determine the final price of its VR HMD. Until then, the MSRP will not be revealed. 

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Oculus VR initiates ‘Oculus Ready’ PC program https://www.kitguru.net/desktop-pc/anton-shilov/oculus-vr-initiates-oculus-ready-pc-program/ https://www.kitguru.net/desktop-pc/anton-shilov/oculus-vr-initiates-oculus-ready-pc-program/#comments Thu, 24 Sep 2015 20:24:09 +0000 http://www.kitguru.net/?p=269189 It is not a secret that far not all personal computers are able to run video games with virtual reality headsets. At the Oculus Connect 2015 conference, Oculus VR introduced its “Oculus Ready” PC program, which is designed to help those, who want to get a new PC, which can support virtual reality gaming. The …

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It is not a secret that far not all personal computers are able to run video games with virtual reality headsets. At the Oculus Connect 2015 conference, Oculus VR introduced its “Oculus Ready” PC program, which is designed to help those, who want to get a new PC, which can support virtual reality gaming.

The “Oculus Ready” PC program is targeted at those, who would like to get a gaming PC, but who is not technically savvy enough to build personal computers themselves. The logotype will show such people that their new PCs will work fine with the Rift virtual reality headsets from Oculus VR right out of the box.

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Oculus VR claims that in a bid to play current-generation games with Oculus VR head mounted display (HMD), one needs to have a PC with a quad-core Intel Core i5 “Haswell” processor, an AMD Radeon R9 290-series or an Nvidia GeForce GTX 970 graphics adapter, 8GB of dynamic random access memory and a large-capacity storage device. Given rather moderate specifications of such PCs, it is highly likely that virtually all modern gaming systems can carry the “Oculus Ready” sticker.

Oculus VR’s partners for the program are Asustek Computer, Alienware, AMD, Dell, Intel and Nvidia. Initially, “Oculus Ready” personal computers will be available only from Asus, Alienware or Dell. Eventually the program may gain additional supporters.

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The developer of the virtual reality headset claims that there will be various “Oculus Ready” rigs, including machines that cost less than $1000.

Oculus VR plans to release its Rift VR headset for consumers in Q1 2016.

Discuss on our Facebook page, HERE.

KitGuru Says: At present, virtually all of those, who plan to use Oculus Rift head-mounted display can probably build PCs themselves. However, if VR in general becomes more or less popular already next year, the program will help to avoid frustration from poor virtual reality experience on cheap PCs. 

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Sales of VR headsets to hit three million in 2016, 30 million by 2020 https://www.kitguru.net/peripherals/monitors/anton-shilov/sales-of-vr-headsets-to-hit-three-million-in-2016-30-million-by-2020-analysts/ https://www.kitguru.net/peripherals/monitors/anton-shilov/sales-of-vr-headsets-to-hit-three-million-in-2016-30-million-by-2020-analysts/#comments Wed, 16 Sep 2015 23:01:34 +0000 http://www.kitguru.net/?p=268140 Being designed primarily for video games, virtual reality headsets will unlikely become popular overnight after they hit the market in 2016, but several years down the road their installed base will approach that of certain game consoles, according to a study from Juniper Research. Analysts from Juniper Research predict that sales of various VR headsets …

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Being designed primarily for video games, virtual reality headsets will unlikely become popular overnight after they hit the market in 2016, but several years down the road their installed base will approach that of certain game consoles, according to a study from Juniper Research.

Analysts from Juniper Research predict that sales of various VR headsets in their first year of availability will hit around three million units. Cumulative sales of virtual reality head mounted displays by 2020 will hit 30 million units, which is comparable to installed base of the first-generation Microsoft Xbox game console. According to Juniper, hardware retail revenue from VR HMD headset sales will exceed $4 billion by 2020.

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Analysts from Juniper believe that VR headsets will get more popular over time because of multiple things, including improved quality of virtual reality games and software applications, HMD price reductions and improved quality of VR hardware.

“The recent attention to and investment into virtual reality is helping to revitalise the industry and with major brand commercial launches imminent, there is huge potential for rapid market expansion,” said Joe Crabtree, a co-author of the report.

Juniper’s predictions regarding adoption of VR HMDs seem to be very realistic. Sales of enthusiast-class graphics cards that cost over $300 per unit total around three million units per year, according to companies like Jon Peddie Research or Mercury Research. Theoretically, the majority of video game enthusiasts could buy a VR headset sometimes next year, but it is unlikely that sales of VR headsets will exceed sales of graphics cards for gamers.

Discuss on our Facebook page, HERE.

KitGuru Says: Three million virtual reality HMDs in 2016 is not a lot. But at least, this is a realistic prediction.

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Palmer Luckey: Virtual reality needs unlimited GPU horsepower https://www.kitguru.net/components/graphic-cards/anton-shilov/palmer-luckey-virtual-reality-needs-unlimited-gpu-horsepower/ https://www.kitguru.net/components/graphic-cards/anton-shilov/palmer-luckey-virtual-reality-needs-unlimited-gpu-horsepower/#comments Thu, 13 Aug 2015 02:45:24 +0000 http://www.kitguru.net/?p=263330 In the early days of virtual reality gaming various limitations and trade-offs are inevitable because early hardware and software are never perfect. However, the main challenge for VR games will be performance of graphics adapters. Not all high-end graphics cards will be able to deliver 90 frames per second required to enjoy virtual worlds in …

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In the early days of virtual reality gaming various limitations and trade-offs are inevitable because early hardware and software are never perfect. However, the main challenge for VR games will be performance of graphics adapters. Not all high-end graphics cards will be able to deliver 90 frames per second required to enjoy virtual worlds in all titles, according to Palmer Luckey, the founder of Oculus VR.

“[Performance of modern GPUs] is one of the issues in VR that cannot be solved at this time,” said Mr. Luckey in an interview with Tom’s Hardware. “We can make our hardware as good as we want, our optics as sharp as we can, but at the end of the day we are reliant on how many FLOPS the GPU can push, how high a framerate can it push? Right now, to get 90 frames per second [the minimum target framerate for Oculus VR] and very low latencies we need heaps of power, and we need to bump the quality of the graphics way down.”

Oculus VR needs to sell millions of its virtual reality headsets to make the VR platform viable for game developers. However, if one Oculus Rift costs $300 – $400 and requires an expensive graphics adapter to be used, not a lot of people will get the device. Total available market of $399+ graphics boards is around three million units a year. For many game developers, it makes no sense to design a game, if it cannot be sold in mass quantities.

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Thanks to rapid evolution of graphics processing units by AMD and Nvidia, the founder of Oculus VR believes that several years down the road GPUs will become powerful enough to render VR games with decent framerate. Until then, virtual reality will be limited to expensive PCs.

“Many people think that the limiting factor for virtual reality is going to be the price,” said. Mr. Luckey. “The reality of it is, we are trying to make the hardware as affordable as possible, and the money will be made on software. The one thing people forget, however, is that the PC that it will take to run a VR experience will be the defining factor in the total cost. Even if we sell our hardware for as little as $100, or even $50, the PC that it will take to run VR will take the total cost up much further, and that isn't something we can control.”

Discuss on our Facebook page, HERE.

KitGuru Says: In general, if companies like Oculus VR, AMD, Nvidia, Intel and other want to make virtual reality gaming popular, they will probably need to team up in order to make hardware a little bit more affordable. Over time, VR headsets, decent graphics cards with enough TFLOPS to render VR games, controllers and other hardware will get cheaper. However, game designers need to see an installed base before they start a multi-million development project. Therefore, hardware makers will have to ensure that there are people with VR-capable PCs. Otherwise, VR will become another stereo-3D gaming…

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TrendForce: 14 million virtual reality headsets will be shipped in 2016 https://www.kitguru.net/peripherals/monitors/anton-shilov/trendforce-14-million-virtual-reality-headsets-will-be-shipped-in-2016/ https://www.kitguru.net/peripherals/monitors/anton-shilov/trendforce-14-million-virtual-reality-headsets-will-be-shipped-in-2016/#respond Tue, 04 Aug 2015 22:55:21 +0000 http://www.kitguru.net/?p=262165 Virtual reality hardware will finally enter the market next year. A number of companies plan to offer their VR headsets and even more companies pin a lot of hopes on the rise of virtual reality next year since this will catalyze many people to buy new PCs. However, nobody knows for sure how many VR …

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Virtual reality hardware will finally enter the market next year. A number of companies plan to offer their VR headsets and even more companies pin a lot of hopes on the rise of virtual reality next year since this will catalyze many people to buy new PCs. However, nobody knows for sure how many VR devices will actually be sold. For example, TrendForce, a well-known market tracker, believes that shipments of VR headsets will hit massive 14 million units next year.

“Since VR device’s strongest feature is providing users with an immersive audiovisual experience, its early application will be related to gaming,” said Jason Tsai, TrendForce’s wearable device analyst.

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Using the eight million first-year sales figures of Microsoft Kinect in 2010 as a base for comparison, TrendForce estimates that VR devices will enjoy even higher sales next year.

Without any doubts, initially, 95 per cent of VR headsets will be sold to gamers, which is why their success will be determined by the number of high-quality titles available commercially. In addition, TrendForce expects high-tech and entertainment companies to promote VR.

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Other analysts are considerably less optimistic about initial success of VR headsets. Market observers from Gartner expect that shipments of various VR gear will hit two million units in 2016, whereas analysts from BI Intelligence believe that shipments of VR helmets will be six million units already in calendar 2016. An analyst from FBR forecasts that various makers will sell five million of VR headsets.

Discuss on our Facebook page, HERE.

KitGuru Says: 14 million VR headsets is a lot. It took Sony around 1.5 years to sell 25 million PlayStation 4 consoles; sales of Microsoft’s Xbox One today are estimated to be 13 million. Perhaps, Sony, Microsoft, Oculus VR, HTC, Samsung and other will manage to sell 14 million headsets, but that will happen only if they really are lucky and there are good VR games.

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Oculus VR: For now, virtual reality gaming is for hardcore gamers only https://www.kitguru.net/components/graphic-cards/anton-shilov/founder-of-oculus-vr-for-now-virtual-reality-gaming-is-for-hardcore-gamers-only/ https://www.kitguru.net/components/graphic-cards/anton-shilov/founder-of-oculus-vr-for-now-virtual-reality-gaming-is-for-hardcore-gamers-only/#comments Sat, 27 Jun 2015 14:18:04 +0000 http://www.kitguru.net/?p=256354 Palmer Luckey, the founder of Oculus VR, claims that while virtual reality gaming will make it to the mainstream market in the future, for a couple of years down the road it will remain a prerogative of hardcore and enthusiast gamers. The VR pioneer confirms that high prices of hardware required to buy a VR …

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Palmer Luckey, the founder of Oculus VR, claims that while virtual reality gaming will make it to the mainstream market in the future, for a couple of years down the road it will remain a prerogative of hardcore and enthusiast gamers. The VR pioneer confirms that high prices of hardware required to buy a VR gaming machine will stop many people from adopting the tech, something many analysts have predicted already.

“In these early days, probably for at least two years, VR is going to be primarily for gamers and enthusiasts that are willing to invest in high-end machines,” said Palmer Luckey, the founder of Oculus VR, in an interview with Re/Code. “VR is going to become something mainstream, but it is not going to happen right away. You just do not have the horsepower to make it happen on a device, much less a cheap enough and comfortable enough device that a normal consumer is going to want to have.”

It is noteworthy that Mr. Luckey, a number of his colleagues from Oculus VR and developers of graphics processing units, all claim that VR gaming machines will require a lot more compute horsepower than they have today. Keeping that in mind, it is not entirely clear how Sony Corp. plans to enable VR games on its PlayStation 4, which features compute power of a low-end gaming machine.

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Performance and prices of hardware is not the only obstacle on the way of virtual reality gaming. Actual content has to be developed with VR in mind, virtual worlds need to be very detailed to be look like real, controls need to be intuitive and a lot of other things need to be worked out. Moreover, in addition to games, other types of content need to become available to attract casual users.

“There’s also going to be more diverse content,” said Mr. Luckey. “Right now, it is almost entirely games, because only the games industry has the tools and the talent to make immersive 3D worlds.”

In order to attract content creators to a platform, one needs to have a large installed base. Different analysts make various predictions regarding sales of the first-gen Oculus VR headset to consumers. Some believe that it will hit two million units and other think that shipments will total five or six million devices in the first year.

Oculus VR Rift virtual reality headset is expected to hit the market in 2016.

Discuss on our Facebook page, HERE.

KitGuru Says: It is obvious that in the coming years PCs will gain performance and VR gaming will become considerably more affordable. The big question is when: many companies would like to earn additional profits by selling high-end hardware to gamers, who desperately need it…

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Oculus VR headset and a PC to run it will cost $1500 – CEO of Oculus VR https://www.kitguru.net/peripherals/monitors/anton-shilov/oculus-vr-headset-and-a-pc-to-run-it-will-cost-1500-ceo-of-oculus-vr/ https://www.kitguru.net/peripherals/monitors/anton-shilov/oculus-vr-headset-and-a-pc-to-run-it-will-cost-1500-ceo-of-oculus-vr/#comments Thu, 28 May 2015 06:50:46 +0000 http://www.kitguru.net/?p=251443 Brendan Iribe, chief executive officer of Oculus VR, said that virtual reality gaming will be a relatively expensive thing, when it becomes commercially available early in 2016. The head of the company claims that a starting VR package will cost around $1500, which is considerably more than the price of a typical gaming PC today. …

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Brendan Iribe, chief executive officer of Oculus VR, said that virtual reality gaming will be a relatively expensive thing, when it becomes commercially available early in 2016. The head of the company claims that a starting VR package will cost around $1500, which is considerably more than the price of a typical gaming PC today.

The final version of Oculus Rift virtual reality headset sold in retail as well as a personal computer required to run it will cost end-users approximately $1500. Mr. Iribe declined to reveal the actual price of Oculus VR’s headset, which is due to be available in the first quarter of 2016, but said that over time the price of the device would go down.

“We are looking at an all-in price, if you have to go out and actually need to buy a new computer and you are going to buy the Rift … at most you should be in that $1,500 range,” said Mr. Iribe at Re/code’s annual Code Conference in Rancho Palos Verdes, California.

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While $1500 is a lot of money for a mainstream PC, gamers spend hundreds and sometimes thousands of dollars on graphics cards. As a result, there will be a lot of people eager to buy an Oculus Rift for $399 – $599 next year.

According to Mr. Aribe, over time, he would like to see the price of the “VR package” to come down to under $1000, which will help the company to address considerably more people with its virtual reality platform.

Discuss on our Facebook page, HERE.

KitGuru Says: As expected, the first generation of VR headsets will be aimed at gamers who spend a lot of money on their personal computers. Generally, this it is not surprising. What remains to be seen is whether Oculus manages to sell a lot of its headsets, or the installed base will stall at a million or two. To make great titles, game developers need to have great business opportunities, which are determined by the installed base of target platform.

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