So, around $900 for an Oculus Rift setup that can sort of do roomscale, only probably still not as well as a Vive? Even the Vive at around $800 seems a bit overpriced when you consider that this is all first-gen hardware that will be obsolete within a couple years. Who's going to want to use this equipment once there's HMDs with far more comfortable mounting systems, sharper screens, higher refresh rates, and eye tracking for foveated rendering to allow for much higher performance at any given resolution? Microsoft revealed just the other day that a number of Windows-compatible VR headsets will be shipping from various companies within the next year, some with prices as low as $300, so depending on how those turn out, these early devices could potentially be outdated or outpriced sooner than many might think. The motion controllers are also first-gen, and could easily be superseded with incompatible tech within a few years.
I guess I just recall the early days of the Oculus Rift, when the consumer version was said to be planned for somewhere in the $300-$400 price range just like the devkits, and I expected VR controllers might be around $100 a pair. When they sold out to Facebook, a lot of the justification they gave was that it would allow them to sell the headsets for the lowest price possible, and avoid any shortages at launch, neither of which turned out to be true. Not only did the headsets take way longer to release than most were expecting, but they also cost significantly more, and stock is still limited. The Vive at least always claimed that it would offer a premium VR experience at a premium price. The Rift was originally intended to be VR for everyone, but I guess Facebook had to find some way to make back the $2 billion that they overpaid for Oculus. As such, all their first-gen VR equipment seems to have an almost 100% "early adopter tax" added to it, to empty people's pockets before more competing headsets come out. Waiting a bit longer seems to be the best option at this point, since the hardware will quickly get better, prices should quickly come down, and the number of full-featured VR experiences will only grow.