you literally said people are trying to say VR is an enormous success are citing sales numbers. This is a topic about sales numbers, plenty of people are talking about sales numbers. Who are you talking about specifically? And if it's no one in this thread, that is a very weird, and antagonistic thing to bring up as a "but."
VR hasn't achieved that level of success in a year. It is achieving sustained, increasing sales. The opposite of a fad. It sounds like you're not doing a very good job of reading the trend of sales beyond the size of the number being cited. Hence why you're so caught up on "enormous success." This isn't about the size of the sales, it's about the growth year on end. The sales are increasing every year. Fads don't do that.
What you just said isn't even close to what I 'literally" just said.
First of all, I regulated what I said to "
people who keep trying to say how VR is a huge success". That's a big difference from saying "
people " in general. What I said is limiting it to a group of people who seem keen to throw numbers and figures around to try and claim VR is already a hugely successful market. What you
claimed I said is a very open statement that's non-specific and broad.
Secondly, I said that they cite revenue and *not* sales numbers, because saying it made $2.1B in a year sounds a lot better than saying it sold 5 million headsets in a year, which is a lot smaller that peripherals such as Kinect or Wii Fit were selling.
Not everyone who is a proponent for VR is saying it's a huge success. You yourself just said it's not an enormous success yet. It's currently a niche that's steadily growing.Currently its growth is steady. I personally said I don't think it's a fad, that doesn't mean sales couldn't putter out and slow. Currently it is doing well, but that's a far cry from establishing itself as a mainstream technology.
EDIT: In addition the article cites the introduction of the Quest as the reason for increasing revenue. With consoles, there is largely a few set models for years and most sales are going to new adopters. With VR sales, due to the variety and constant introduction of new models, I imagine there's a larger overlap in people who bought in previous years and are upgrading, verses purely new adopters.