When Oculus eventually releases a consumer version (CV1) of its Rift virtual reality headset, the company wants to "stay in that $200-$400 price range," founder Palmer Luckey told Eurogamer in a recent interview.

That lines up roughly with the $350 currently being charged for the second Development Kit (DK2) version of the Rift, which began shipping to developers recently. Luckey warned Eurogamer, though, that the consumer version price range "could slide in either direction depending on scale, pre-orders, the components we end up using, business negotiations..."

One thing that won't be sliding around anymore is the technical specs for the CV1. "We know what we're making and now it's a matter of making it." Luckey wouldn't be pinned down on the specifics of those consumer specs, but he said to expect a jump in resolution above the DK2, similar to the 720p to 1080p jump we saw between the first development kits (DK1) and DK2. Luckey also teased improvements to 90Hz "or higher" refresh rate (up from 75Hz in DK2) and lowered weight and size for the consumer headset.

Luckey refused to comment on a timeline for the consumer version to Eurogamer, instead noting somewhat pointedly that traditional game consoles usually get developer kits out two to three years before consumers get their hands on anything. And Luckey seems more than willing to give developers the time to create a critical mass of polished gaming content for that eventual consumer launch. "At launch we don't just want to have a token five, six, or seven launch titles like a lot of consoles," he said. "You have to have a lot of stuff coming out the door at launch. So I guess to those people who are waiting: keep waiting and it will be worth the wait."

Back in June, Oculus CEO Brendan Iribe told Ars that the team would be "disappointed" if the consumer version didn't launch before the end of 2015. Iribe also told Ars that the Facebook buyout meant the company would be able to deliver the first consumer version at a lower margin, possibly even at cost.