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Post by KostaAndreadis @ 03:40pm 22/08/17 | 10 Comments
HTC Vive today announced a $300 price reduction for Vive in Australia, making one of the most advanced VR systems more accessible to the mass market. Starting today, the HTC Vive will be available for $999 AUD. A more reasonable price that should help those on the fence about getting one make take the plunge. The news also follows a recent price drop for the Oculus Rift that we saw.

Of course for this price you get room-scale VR, with all the gear needed for a truly immersive VR experience. The new price and HTC Vive package also comes with a free trial to Viveport Subscription (where you can pick up to 5 titles per month to experience), and copies of Google's Tilt Brush, Everest VR, and Richie's Plank Experience.

“Our goal at Vive has always been to offer the best and most advanced VR system and drive mass market adoption for VR across the globe,” said Cher Wang, Chairwoman, HTC. “We’re continuing to deliver on that commitment with this new price for Vive, making VR more accessible to a broader audience and driving the entire VR industry forward. Vive’s game-changing technology, best-in-class content and unmatched global partners are fulfilling the promise of VR like never before. With highly anticipated titles, and the upcoming launch of Vive Tracker, there has never been a better time to embrace Vive, and enjoy the most immersive VR experience available.”

This is great news for VR. If you're interested in purchasing a HTC Vive, head here.

htc viveaustraliaprice dropvalve

Latest Comments
Posted 03:48pm 22/8/17
Really looking forward to 4K headsets. VR is fun but I dislike the lack of graphical fidelity especially in simulation games. It's critical to be able to read the dials and see things clearly in the distance.
Posted 11:17am 23/8/17
I don't what to know what kind of hardware you would need to get 2x4K@90fps for 4K VR.

$999 is still almost 50% more then the Rift though?
Posted 11:58am 23/8/17
yeah you don't. but it's a non game headset because of the lag of having no pos tracking; however the 8k version seems to be promising it

also, looooooooooooooooooky

Posted 01:26pm 23/8/17
$999 is still almost 50% more then the Rift though?

Yeah, Rift is still cheaper but its not quite that bad, cos the $999 for the Vive is in AUD but the $450 price quoted for the Rift is in USD. Its good to see prices in general coming down though, cos thats really what VR needs more than anything else to succeed, it needs to get in more people's hands.
Posted 02:42pm 23/8/17
Some things to keep in mind from the Vive side when comparing the HMDs:

The default Rift pack doesn't include the third sensor that you need for roomscale, which adds another ~70USD. You want roomscale. Roomscale is still generally considered to be best done on the Vive as the precision of lighthouse tech is superior at the moment.

The Rift needs also 3x USB 3.0 ports, a USB 2.0 port and 1x HDMI port for roomscale, compared to the single USB2/3 port that the Vive needs.

Really looking forward to 4K headsets. VR is fun but I dislike the lack of graphical fidelity especially in simulation games. It's critical to be able to read the dials and see things clearly in the distance.

What sort of supersampling you running? This helps a lot with text etc. That said ports from flatscreen games will tend to have terrible text in general, if its not made for VR from the outset then there will be compromises around graphical fidelity.

4k is going to be hard to push at 2x screens at 90frames. We're going to need moar power first.
Posted 02:45pm 23/8/17
I use my brother's setup which, knowing him, is tuned to perfection. I am being a bit of a baby about it to be honest. The graphics by any normal measure are fine but I do my gaming on a 1440p 144hz Gsync monitor running two 1080 tis so I am kind of used to graphical perfection. Whenever I use the headset the sudden drop in fidelity is immediately noticeable.

Current VR has been described to me as early gaming on an Atari 2600. Look at how exponentially quality grew from that. I expect the same to happen with VR. When hardware is available and affordable enough for 4K VR I'll start dropping serious cash on it.
Posted 02:51pm 23/8/17
yeah it would likely need something pushing those pixels like a 4-SLi 1080Ti spec

don't think they're there yet with the Pascal jeeps and the P100 is all compute

fpot probably hasn't missed over sliding the supersampling on the sli1080ti's, but it's not the same thing as his anecdote
Posted 05:31pm 23/8/17
Yeah, the amount of USB 3 bandwidth the Rift needs is pretty insane, you actually need either multiple separate USB 3 controllers on your motherboard or buy a USB 3 addin card to have enough bandwidth for all the sensors.

Its by far the most user unfriendly thing about it, I spent a few hours plugging s*** into all the different USB ports then using Aida64 to figure out which usb ports belonged to which USB controllers so I could spread the load out more evenly, cos when I had two of the sensors + the headset plugged into the same USB controller it kept falling over. And I'm not even using the third sensor for roomscale. If someone who wasn't really tech savvy wanted to set that up, they'd be in for a world of hurt. They should probably just sell an addon USB controller card as part of the bundle.
Posted 06:51pm 23/8/17
the upshot is that throughput though right? not that it's reached or even needed by the game io yet
Posted 09:19am 24/8/17
the upshot is that throughput though right? not that it's reached or even needed by the game io yet

You talking about the USB stuff? Because there is no benefit to it compared to the Vive arrangement, it has to do with the way that the Rift does tracking.

Inside out tracking is the way of the future anyway, won't need all these cameras and cables and s***.
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