sanquin said:
A pair of glasses with controllers costing the same as a higher mid-range computer...that's way too much for me. It might be worth it, I don't know the costs of development and assembly for the htc. But it's way too much for me.
At 300 I would think about getting VR glasses in the future. But only after seeing what kind of games will be released for it. Motion control was interesting, but devs didn't know what to do with it. So almost everything that was released for it was sports games and tech demo's. So far, the oculus rift isn't much different. And I'm talking games -made- for VR, not games like skyrim that you can adapt to accept VR.
The Vive comes with the HMD, the two wand controllers, the two Lighthouse base stations, two games, and the rest of the cables/hardware/software needed for the full room-scale setup. It's actually quite a hefty package compared to the Rift, especially when one considers that it's only $200 more.
And I see it brought up a lot, but the comparison to motion controls isn't a fair one. The last crop of motion controls (see: Wiimote, PS Move, Xbox Kinect) were built around either substandard hardware or were under-utilized at a software and firmware level. (the latter was especially true of the Kinect) The current crop of VR HMDs are built around the latest tech and are designed for optimal use at the hardware, firmware, and software levels.
This is not to say there won't be devs who shit out utter trash. Shovelware will always be a thing. However, designing VR games isn't like designing motion control games. You're not having to translate an awkward input method into a standard model. The models for both were designed around each other.
As for the games, well...for me, Hover Junkers looks promising - http://store.steampowered.com/app/380220/
Same goes for Tilt Brush, Fantastic Contraption, Budget Cuts, The Gallery, and a few others.