Yes I got it for $350 less Amazon Prime discounts.
The first problem I had was getting the Rift to play consistently as it was intermittently blacking out. After quite a bit research I came up empty as to why and was beginning to believe I had a defective HMD. But then I realized there was one more thing to test. I removed my Monitor #2
from the only HDMI on the GTX1080Ti GPU and installed it there. Then I reconnected the 3D Monitor to Display Port #3
with an adapter that I had. Problem solved! Don't know why the adapter didn't work because it was the latest V1.4 and blessed by Oculus support.
Next I spent some time setting up the sensors and that was a bit of a challenge but got two calibrated.
I spent the remaining part of the day, just exploring with the games offered for free and was just blown away at the quality of the 3D and the response. It was a little tricky getting the audio right but now I have it so it is a familiar switch from the Rift headphones which sound great in my old ears and the 5.1 speaker system for general computer play. It is a bit of a learning curve with the had controls and where everything is and how to work it all but I'm up to speed on that now.
Next I was eager to get it working in Premiere Pro to view editing. Basic editing will still be done on the two desktop monitors but when I get into timeline review and minor adjustments, the Oculus Rift will be a tremendous time savor. It's hard to describe the look of the process but basically your 360 3D display is the entire inside of the spherical world that you are in. You also have your two monitor screens suspended in front of you. One is the Premiere editor, the second is the Monitor #2
mirrored in VR for the mouse navigational view. So when I make a change toi the timeline I can review each way to watch the program without having to render a preview version and then watch that file after copying it to an SD card to see in the stand alone HMD. Now it's all immediate. Their is no lag. Plus when editing ambisonic sound that also is instant and tweaks to the sound placement are fast and easy now.
To make all this happen was not simple as Oculus Rift is only supported after two additional apps are loaded. The first one is, of course the Oculus app. Next I had to download and install and calibrate SteamVR. Had to set up another account for that. This gets your Premiere Pro recognized in Oculus for display. But to display the 360 VR world in 3D I had to download and install yet a 3rd app called Skybox 360 3D VR player. That's what projects your program to the virtual world from the Premiere timeline. I also use this to project my productions already completed and resident on the hard drive.
Problems to work out yet-
I haven't tested You Tube VR content nor Facebook yet, but Skybox has all the 3D options for 360 and 180 VR plus the special configuration to display You Tube and Facebook VR content. Mostly this will be geometry correction. But Facebook is ahead of the game now as they also have Augmented Reality content and you can interact with the videos like a game with the hand controls.
Premiere Pro doesn't seem to support VR180 yet as when the timeline is set up with VR180 content, the immersive video gets grayed out and your video doesn't play except on the flat screen monitors either virtual or real monitors. There is no projection to the sphere. That may be something they will fix in an update. However, I was able to play a finished VR180 3D project with Skybox Player to the sphere.
The system does require USB3.0 and for everything to work with no lag I was warned to connect each of the two controllers and the HMD to separate USB 3.0 busses. Fortunately I have 4 USB 3.0 busses in my system. So that was nice.