The company plans to launch the device in early 2016

Jul 8, 2015 08:29 GMT  ·  By

In late 2015 and early 2016 virtual reality is coming to the world of gaming, potentially kicking off one of the biggest revolutions the industry has ever seen in the past few years, but there are still some problems with the various devices, including the fact that the price that gamers will have to pay is not yet known.

Shuhei Yoshida, who is the leader of the Sony Worldwide Studios, claims that his company does not normally reveal how much buyers will have to pay for its devices too early and that means users will have to wait for more info about Project Morpheus.

He tells GamesIndustry.biz that, "I think we announced the price of PS4 at E3 the year of the launch, so that’s five months before the launch. So it’s too early. It’s not like we are waiting for Oculus to announce their price. We still have work to do to know exactly the cost of goods and so on."

The executive is not yet ready to even say when Sony might talk about the price of the Project Morpheus virtual reality solution, but the PlayStation 4 analogy suggests that we might have to wait until November or December.

The device will only work with the PlayStation 4 home console and will get a range of exclusive titles when it is introduced.

The Oculus Rift and Vive also lack prices at the moment

The Sony reasoning might be sound, but the bigger problem for the virtual reality space is that other involved companies are also unwilling to talk about the cost associated with the coming devices.

The Vive, which is being created by Valve in collaboration with HTC, is supposed to arrive before the end of 2015, but it does not have a clear date or an associated price.

Oculus Rift, the platform that got development money from Kickstarter and was then bought by Facebook, is also unwilling to offer details to potential buyers.

Palmer Luckey, the founder of the company, has suggested that a virtual reality setup will cost more than 1,500 dollars (1,400 Euro) but that includes both the headset and the PC needed to power the experience.