With the recent bumps in the specs, I think it shows that you need more power than most people have available to get that kind of performance.
The higher end specifications required to power Oculus will definitely be a stumbling block. Presumably the headset will cost more than the developer kits costs, then you need to throw in at least an additional $800 for a high-end graphics card to power the Oculus. This is the kind of money only hardcore gamers will warrant, not a small family with a few kids wanting to get them a Christmas present. I have always said Oculus need to partner with a graphics card company like AMD or Nvidia and give the headset away with a high-end graphics card purchase, or at least heavily subsidise it. They're killing two birds with one stone then.
Even if they fail now, when they make the product that is truly good, everyone will keep hearing that on the press and from friends.
When the DK2 was released, the drivers were a horrible mess. The hardware was kinda okay, if you didn't mind seeing the pixel grid. Blurring was better than with DK1, but still an issue. Lots of people still got motion sickness from just wearing the rift for a short amount time.
Now, don't get me wrong: I'm exited for VR. But I don't want a piece of so-so hardware that's just gonna lie around on my desk. I want something that's actually supported by software (games) I use (play) and fun to use.
I've only had one bad experience that resulted in motion sickness - during and following an extended play of Half Life 2. The feeling stuck with me for several hours, to the point where I couldn't even look at the TV screen from the couch.
It was a miserable experience; afterwards, I was careful to never ignore the signs, and stopped playing any demo that started to feel just a little 'off.'
Something like this could be a platform-killer and doom your project before it ever reaches critical mass.
Perceived blockers for a mainstream release:
* Wireless headset with feature parity of the current wired headset
* A large amount of VR content that doesn't require hacking configuration files or video drivers to work
* Minimal-to-no hardware upgrades for consumers after the purchase
I'm with you that I would rather see a release sooner than later, but I'm not a normal consumer. You aren't going to attract users if they need to spend more money or spend time changing their machines to make VR work.
And unless you want to view your minecraft world in 3D, that's going to result in hefty hardware requirements.
This is a (common) misperception based on hype. In fact, the release Rift hardware is more or less the Crescent Bay prototype they started demoing last September, and that was pretty close to Valve's "room demo" circa January of last year.
Oculus has been struggling with implementation problems and scaling, but the target spec for what counts as "consumer VR" hasn't changed much in years.
Edit: The consumer confusion arose because Oculus released developer hardware with significantly lower requirements, and a lot of enthusiasts jumped on the bandwagon. But if you were developing for that hardware, you always knew it was insufficient for consumers, and that the release version would need a lot more muscle behind it.
But that's the thing, they aren't. VR in some form has been around for ages. It's already a multi-million dollar industry.
I know plenty - and I'm one of them. To this day I still won't give 3D movies a chance. If you want mass adoption of VR, it needs to be near perfect the first time around.
2) I bought a DK2 just to mess around with. It was definitely _NOT_ in great shape for a v1.0 release.
Granted, I'm not a gamer, and I was attempting to run things on a 15" rMBP with discrete graphics in Windows 7 via Bootcamp, but the software was super glitchy. It took a ton of time just getting things set up correctly to even run, and then, whether due to software bugs or inadequate hardware, I faced plenty of nausea inducing glitchiness. They are wise to take the time to smooth out the software as much as possible (albeit at a serious risk of letting numerous competitors catch up).
But there's no release yet, specs and requirements keep getting bumped, and building out a metaverse of some kind seems to be eating up lots of resources.
It's not necessary to have super perfect ultra realistic scenes, people play minecraft and watch movies perfectly happily with their rifts after all.
Launch, then blow your install base away with a great 2.0 release.