>>941
Microsoft could easily be providing Oculus with the controllers for free in order to both get rid of some of their surplus and spread their brand. It's really windows 10 they're trying make ubiquitous like you say.
However, as a developer, I'm inclined to disagree with you on some things. I can understand very well why Oculus would want to bundle in a normal controller. It's what I would have done, because it means people can play my game exactly as I intend, without knowing if they already have a controller or not (because not everybody actually has a controller despite what you might think). Microsoft basically giving them those controllers is one of the best things I could possibly have imagined happening. In addition, the partnership was great because Valve and Oculus can now work on making some really great low-level optimizations. It's unfortunate that it will only work with Windows 10 on release though, but I don't mind; most people will need to be running it for stuff like DX12 and WDDM 2.0 anyway.
>>938
This is important. Content needs to be there or else nobody's going to buy the hardware.
>>937
Continuing from my response to the other guy, the reason is partly because there simply needs to be at least SOME content first. Oculus will probably provide several bundle or package options, but their default will probably be the one with the Xbone controller. Another reason why they're doing a separate release could be because they can just get manufacturing ramped up for the Rift itself faster, so if you can do it, then why not? They're trying to get this shit out there as soon as possible, otherwise they wouldn't be releasing so late, considering the Vive. I think we're underestimating just how long the it takes to get ready the manufacturing infrastructure for a mass-market product, especially considering Oculus is a new company doing it for the first time. Valve has a lot of experience communicating with hardware designers, and HTC has a lot of experience pushing out products, so it's easy to see how they could reasonably go to market a lot sooner. With that said, there will be the problem of content, since it's going to be like, what, 1 year since Valve started distributing Vive dev kits under NDA? 1 year isn't a long time for developers to make a full game.