I would argue that price (and this being a high one) could just as easily lead to ruin.<p>The quality of a user&#x27;s experience with the Oculus is going to be directly correlated to the quantity and quality of games&#x2F;experiences available for the device. Even if it&#x27;s silky smooth and you can use it for hours on end without issue if you run out of quality content in two hours there&#x27;s a problem. Quantity&#x2F;quality are even more important to the user after making such a significant investment.<p>The problem here is if developers will be able to make money creating quality experiences for Oculus if the userbase is tiny because no one can afford one. The user market is already being fractured by the different units available - if I develop a game for the HTC Vive (which supports room tracking) is it easy or even possible to port the experience to the Oculus?<p>Developing a high quality gaming experience is EXPENSIVE, and AAA regularly do not recoup their costs even when they&#x27;re being offered to a huge user base (XBOX&#x2F;PS4&#x2F;PC&#x2F;etc). Due to the nature of VR a quality experience is going to require a significant investment to build. If companies can&#x27;t recoup that cost they&#x27;ll stop developing and if there aren&#x27;t any killer experiences people will stop buying the Rift.<p>For Oculus (or any of the upcoming units) to be successful they need to walk the line between quality and price, and I&#x27;m not sure they&#x27;ve done it.<p>I&#x27;m starting to think Sony is in a better position even though it&#x27;s looking like they have inferior hardware.