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HTC Vive Virtual Reality VR Headset In Stock on Microsoftstore.com $799.99 Free Shipping

chunlibarbie 2,287 2,579 August 1, 2016 at 10:27 PM in Computers More Microsoft Store Deals
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Last Edited by chunlibarbie August 1, 2016 at 10:43 PM
Save on shipping vs buying through HTC: https://www.microsoftstore.com/st...855405500?
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Joined Aug 2007
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#2
NO Price or shipping info in title ???
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#3
Quote from Butcherboy View Post :
NO Price or shipping info in title ???
Do you know what this is?.

I'll add that for you all who don't.
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#4
Thank you OP
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Last edited by Butcherboy August 1, 2016 at 10:44 PM
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#5
.......
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#6
Tax ruins this for me.
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#7
3% extra cashback for Chase credit cards via Shop through Chase. For California, it's $799 + $70 tax - $26 cashback = $843, which is $2 more than what HTC's website charges (with shipping, assuming no tax) but with free returns.

So with Chase + Microsoft Store, it's a little riskier because it depends on getting the cashback AND you might have to follow up if Microsoft doesn't send you the codes for the 3 games, but there's free returns and I'm guessing the return process is easier than HTC's.
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#8
Quote from eyv View Post :
3% extra cashback for Chase credit cards via Shop through Chase. For California, it's $799 + $70 tax - $26 cashback = $843, which is $2 more than what HTC's website charges (with shipping, assuming no tax) but with free returns.

So with Chase + Microsoft Store, it's a little riskier because it depends on getting the cashback AND you might have to follow up if Microsoft doesn't send you the codes for the 3 games, but there's free returns and I'm guessing the return process is easier than HTC's.
Any return process compared to HTC's is infinitely better. Just look at the reddit threads regarding horror stories of customer service hell regarding RMA of defective units or controllers. A lot of people are resorting to charge backs after HTC takes months to replace a unit that is supposed to be brand new and working. People receive refurbished and defective replacements. Responses from customer service is usually one week per question/issue sent out. Buy from a physical store so you can test it and return in person if you get issues. Once you get a working unit, it's good to go for a while.
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Last edited by Alucard400 August 2, 2016 at 12:35 PM

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#9
Well Oculus rifts support isn't much better. I tried returning due to motion sickness and they said no returns once opened. They suck!
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#10
makes no sense, small 1440p screens can be had for 100ish and load it into a $30 headset with some other sensors and fabrication and you have $200 to produce, $400 to sell VR units. They run off video card hp so I don't know how you cannot offer them for 1/2 the cost.
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#11
The sensors aren't much. but you also pay for the construction build of the headset mounting the sensors and screen. plus there are the two controllers which are probably $80 or $60 to produce each. The lenses cost quite a bit to make. I think the Oculus CV1 should cost approximately $380 to produce, including the cost of the fresnel lenses.
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#12
The OSVR HDK2 headset for $400 (no controllers) looks interesting, but its software support is supposedly not great (supports SteamVR but reportedly somewhat buggy). No doubt headset prices will come down if you wait 1-2 years for everything to shake out.

I work in consumer electronics. For cutting edge products, per-unit manufacturing costs are only a modest portion of the cost of a product. R&D for the hardware and software are a major expense. Building assembly lines for mass production is a large expense. Unless the company can afford to take major losses (like the console wars and BluRay/HD format wars), there has to be enough margin per unit to pay for development. Selling a product for 50-100% over the BOM (raw materials and assembly) cost is pretty common for electronics (or more like 150-200% for Apple products) and so is making early adopters pay for the privilege of beta testing a first-gen product, but it's all part of making the business case work.

Also, don't forget the cost of warranty replacements, tech support, retail margin (20-30%), etc.
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Last edited by eyv August 2, 2016 at 01:54 PM
#13
Quote from eyv View Post :
The OSVR HDK2 headset for $400 (no controllers) looks interesting, but its software support is supposedly not great (supports SteamVR but reportedly somewhat buggy). No doubt headset prices will come down if you wait 1-2 years for everything to shake out.

I work in consumer electronics. For cutting edge products, per-unit manufacturing costs are only a modest portion of the cost of a product. R&D for the hardware and software are a major expense. Building assembly lines for mass production is a large expense. Unless the company can afford to take major losses (like the console wars and BluRay/HD format wars), there has to be enough margin per unit to pay for development. Selling a product for 50-100% over the BOM (raw materials and assembly) cost is pretty common for electronics (or more like 150-200% for Apple products) and so is making early adopters pay for the privilege of beta testing a first-gen product, but it's all part of making the business case work.

Also, don't forget the cost of warranty replacements, tech support, retail margin (20-30%), etc.
I'm sorry, but I have to comment about the beta testing the first gen product when this VIVE or even the Oculus rift CV1 are not even the first gen. The DK1 and the DK2 were the first two gens and HTC had the Vive Pre as the beta test product. there is a reason why these units are called consumer versions.
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