{"id":227397,"date":"2017-07-12T12:39:45","date_gmt":"2017-07-12T16:39:45","guid":{"rendered":"http:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/uncategorized\/facebooks-200-oculus-price-cut-sends-a-powerful-message-about-virtual-reality-thestreet-com.php"},"modified":"2017-07-12T12:39:45","modified_gmt":"2017-07-12T16:39:45","slug":"facebooks-200-oculus-price-cut-sends-a-powerful-message-about-virtual-reality-thestreet-com","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/facebooks-200-oculus-price-cut-sends-a-powerful-message-about-virtual-reality-thestreet-com.php","title":{"rendered":"Facebook&#8217;s $200 Oculus Price Cut Sends a Powerful Message About Virtual Reality &#8211; TheStreet.com"},"content":{"rendered":"<p><p>    It's easy to grasp why stories about the price cuts carried out by    Facebook Inc.'s (FB) Oculus unit    for its Rift virtual reality headset and related Touch motion    controllers suggest the cuts are proof that VR has failed to    live up to its considerable hype. Industry unit sales are    perhaps equal to about 1% of global smartphone sales, and    that's after factoring cheap smartphone-paired headsets that    are sometimes bundled with high-end phones.  <\/p>\n<p>    This column originally appeared on Real Money, our premium    site for active traders. Click     here to get great columns like this.  <\/p>\n<p>    But while near-term hopes for VR have come down a lot, Oculus'    price cut isn't a sign that VR is failing as it is that the    Facebook unit's original VR strategy -- trying to deliver a    superior user experience by creating a costly headset that has    to be paired with a high-end PC featuring a powerful Nvidia    Corp. (NVDA) or AMD Inc.    (AMD) GPU -- was a mistaken one    for a market this young and immature. And that it's now trying    to adapt.  <\/p>\n<p>    About 15 months after launching the Rift to good but measured    reviews, and about 7 months after launching    the Touch to very good reviews, Oculus has slashed the    price of a bundle featuring the two items by $200 to $399. The    move comes after Oculus cut the Rift and Touch's standalone    prices by $100 apiece in March, to $499 and $99.  <\/p>\n<p>    Oculus says the new price cut is only good for six weeks. But a    discount this large, and which lasts for such an extended    amount of time, is typically followed by either a permanent cut    or the discontinuation of the hardware in question in favor of    a newer model. With Oculus having signaled that a    second-generation Rift won't be arriving before 2019, the former    seems more likely.  <\/p>\n<p>    A permanent Rift\/Touch price cut also makes sense in light of    how the Rift occupies a niche within a niche right now, thanks    in part to stiff competition. Research firm IDC estimates that just 99,000 Rift units were    shipped in Q1, giving Facebook a 4.4% VR unit share.  <\/p>\n<p>    IDC thinks Samsung was the market leader on a unit basis,    estimating the company's $99 Gear VR headsets -- they're    powered by Oculus software, and rely on high-end Samsung phones    to supply a display and processing power -- recorded 490,000    shipments. Sony Inc. (SNE) was    the presumptive revenue leader, with the company estimated to    have shipped 429,000 units of $399 PlayStation VR headset,    which works with PlayStation 4 consoles. And HTC was estimated    to have shipped 191,000 units of its $799 Vive headset, which    like the Rift needs to be paired with a PC.  <\/p>\n<p>    Clearly, the VR headset market has been evolving differently    than Oculus once hoped. Shipments are lighter than VR    evangelists hoped, and a large chunk of them involve cheaper    smartphone and console-paired headsets. A key culprit behind    both of these trends: The user experience delivered by    modern-day VR headsets, whether the Rift, the Gear VR of    something in between, remains far from ideal.  <\/p>\n<p>    In particular, the subpar display resolutions provided by    today's headsets -- generally in the 1080p or 2K resolution    range -- can't help but disappoint those used to seeing sharp,    unpixelated images on their phones, tablets and PCs. The closer    a display is to a user's eyes, the more pixels it needs to pack    per square inch to provide a sharp image. That's why a 5 or    6-inch smartphone display needs a much higher pixel density    than a typical 4K-resolution TV, and why VR headset displays    need much higher densities still.  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>View post:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.thestreet.com\/story\/14223697\/1\/facebook-s-200-oculus-price-cut-sends-a-powerful-message-about-virtual-reality.html\" title=\"Facebook's $200 Oculus Price Cut Sends a Powerful Message About Virtual Reality - TheStreet.com\">Facebook's $200 Oculus Price Cut Sends a Powerful Message About Virtual Reality - TheStreet.com<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> It's easy to grasp why stories about the price cuts carried out by Facebook Inc.'s (FB) Oculus unit for its Rift virtual reality headset and related Touch motion controllers suggest the cuts are proof that VR has failed to live up to its considerable hype. Industry unit sales are perhaps equal to about 1% of global smartphone sales, and that's after factoring cheap smartphone-paired headsets that are sometimes bundled with high-end phones <a href=\"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/virtual-reality\/facebooks-200-oculus-price-cut-sends-a-powerful-message-about-virtual-reality-thestreet-com.php\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"limit_modified_date":"","last_modified_date":"","_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"categories":[431592],"tags":[],"class_list":["post-227397","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"modified_by":null,"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/227397"}],"collection":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/comments?post=227397"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/posts\/227397\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/media?parent=227397"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/categories?post=227397"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/futurist-transhuman-news-blog\/wp-json\/wp\/v2\/tags?post=227397"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}