Realist9 :
As a gamer, my concerns are:
1. $800 for something that works with almost no games (Elite Dangerous...and?). I've seen their "12 games" list. ED is the only actual game listed.
2. How long can you wear something like that before your face falls off? Seriously.
3. We'll have to see, but I don't think a 980ti is going to cut it. A Pascal is going to be needed...we all know about "recommended" specs, works with graphics options turned to Low/Off. Minimum just means it will function.
4. How long before more games support VR? I'm guessing 2 yrs.
To me, it seems like this will be a better purchase in 2017 or 2018.
1. - The 12 games that we were shown at the Valve content showcase are far from the only games that work on the Vive. They were just a small selection of some of the stuff that Valve wanted to highlight.
Elite Dangerous works with Vive, but from my experience with it, It's not ideal. You need a much more powerfull rig to play the game. It was the only one not designed for VR from the start at the showcase, and it was the only one that dipped below 90fps, and the only game at the showcase that anyone reported getting motion sickness.
It may have been the only classic Triple A game, but it you are way off if you think that it's the only "actual game" that was shown.
The Gallery: Call of the Starseed is a full game.
Hover Junkers is a multiplayer shooter that will offer countless hours of fun.
Some of the games are more casual, but its about the experience. Job Simulator doesn't seem that impressive when you read about it or watch a video. My opinion flipped 180-degrees after trying the game.
2. Talk to some of the people working with the hardware already. Developers have spent hours and hours at a time in these headsets. I met a researcher at the Immersed Conference that said he works in VR upwards of 8 hours a day. Wearing a VR headset is no different then wearing a helmet. It's really much more comfortable than most people imagine.
3. Developers aren't stupid. They know that the higher the required graphics card, the lower the install base. Every game is being optimized to work on the lowest hardware without issues. The last thing anyone wants is for gamers to have a bad experience in VR. The first experience has to be great, and everyone working in the industry understands that.
A 980ti will defintely help, but you will be surprised by the games that come out in the first year if you're worried about playing games at low settings. VR is resetting the industry. You won't see 10 million dollar budget games with incredibly high fidelity graphics for some time in VR. There's no way big companies can recoup.
VR is going to have a lot of games that are forcused on the fun and performance. High end graphics will come later.
Take a look at screenshots from Budget Cuts, The Gallery and Hover Junkers to get a feel for what the graphics will look like for most games. There's no need to dial anything back.
Pascal and Polaris will certainly be a big jump in performance, but Nvidia and AMD want VR to succeed. They know that performance at the level of GTX 970 and R9 390 has to come down in price in a big way for the masses to afford the jump into VR. Pascal and Polaris will help bring that barrier of entry lower by making a cheaper GPU with higher performance.
4. Keep in mind develper kits for VR have been out for 3 years now. There's hundreds of developers that have been working on VR games for years. We'll see plenty of announcements this year.
Any new platform will have a small launch title list. Look at the launch titles for any new console. Maybe a dozen games on launch and then they start to trickle out. Expect to see many announcements this year.
There's no way it will be 2 years. The platform won't survive if it takes that long.