PSVR2 is going to bomb hard, I think. I just don't know a single person who would want a PSVR2 when the Quest exists.
Sony could have done that and the ability for use on PC making it a high value device and they would have been in the dominant position now lol. Instead they released a cheap, but half baked system into a sea of much more feature complete VR systems, with proper controllers and 6DOF. Now they're poised to release a Gen 2 that's basically where VR was 4 years ago? Honestly it's a bit confusing to me. I may get it for exclusives or something, but that would likely be down the road when it's got a good catalogue under its belt.It's sad that Sony could have totally offered a standalone VR headset
Unfortunately, it won't unless Sony allows it on PC. Keeping it strictly PS won't hurt Quest at all.I hope the PSVR2 and other headsets are able to make a dent. I do not want a shitty advertising company having the forever grip on VR.
With how few units Sony has been able to ship, I wonder if they will push back the launch of the PSVR2?PSVR2 will exist as a periphery for PS5 owners, not as a direct competitor to Quest. The calculus for the majority isn't "I need a PS5 + PSVR2", it's "I have a PS5, and I'm interested/curious about high-end VR gaming"
I think PSVR2 will have a market for VR gaming… I don't think it'll move many units for VR experiences and software outside of VR games though… that's where Apple is going to step in and compete with Quest.I hope the PSVR2 and other headsets are able to make a dent. I do not want a shitty advertising company having the forever grip on VR.
With how few units Sony has been able to ship, I wonder if they will push back the launch of the PSVR2?
Vive Wireless Adapter is a thing. I have an OG Vive with the wireless adapter and there's basically no difference in quality vs playing wired.Not surprising, it's the cheapest (and only?) headset to allow us to play HL Alyx wirelessly.
What a joy that was.
I think PSVR2 will have a market for VR gaming… I don't think it'll move many units for VR experiences and software outside of VR games though… that's where Apple is going to step in and compete with Quest.
Only Apple can compete at the same level, and their products will be very expensive.I feel like the Quest is the Blackberry of the VR market… Blackberry proved that a smartphone market exists back in the 2000's with great success, but then Apple and Google swooped in and completely eviscerated Blackberry with much better software, usability and devices that weren't black bricks tied to physical keyboards and really reached mass market usability.
Feel like we're going to see the same thing happen soon with the Quests VR market– someone is going to release a headset that's more approachable than strapping a giant brick to your face and using game controllers for most interactions.
If you assume even 20% growth each year, it surpasses the console market by the end of the decade.This is great but man, vr selling barely 11m in 2021 is not what I imagined when ppl kept saying in the 2000s-2010s that it was the future.
Looking forward to PSVR2 this year
There is the Sony VR collaboration with Manchester City + now the NFL to virtually watch matches, along with SME for concerts/performances, and TV/movies (at least, there is a Head of VR within SPE).
Only Apple can compete at the same level, and their products will be very expensive.
The iPhone moment can either be Apple or Meta then. It's not like Quest 2 is the best they've got under wraps.
Microsoft is in a good position for enterprise for sure. Consumers would be a different story, but I think they can still be a good competitor in the consumer space down the line, just not anytime soon.I still think MS is best positioned in the enterprise space, given their long history & penetration of workplace tools. Teams is already a very suitable platform that could be adapted for VR.
It can work really well with the right tech.These things have existed forever and nobody watches them. Live-streamed video from performances/sport is probably the most useless part of VR, but one that enterprise likes to throw money at and pretend is good.
I have had so many meetings about VR streamed concerts in my day job because there's a lot of money there and, without fail, everyone thinks they're rubbish.
These things have existed forever and nobody watches them. Live-streamed video from performances/sport is probably the most useless part of VR, but one that enterprise likes to throw money at and pretend is good.
I have had so many meetings about VR streamed concerts in my day job because there's a lot of money there and, without fail, everyone thinks they're rubbish.
I feel like the "expensive" Apple story is all relative.Only Apple can compete at the same level, and their products will be very expensive.
VR isn't like smartphones or tablets. By the time Apple got into the market, the material costs were not all that crazy.I feel like the "expensive" Apple story is all relative.
The iPad was rumored to launch at over $1000, but it launch at $499 and was cheap for what it offered compared to other tablets on the market.
Apple Watch is a massive success and it launched at $350, a good value for what it offered at the time compared to its competitors.
iPhone was expensive at launch but they quickly dropped the price after launch and it became a massive success.
I don't think the Apple headset is going to be out in the stratosphere price wise compared to Quest. Will it be "expensive"? Maybe? But I'm sure it'll have things like better optics/screens, sleeker/slimmer design etc, but it'll have a mass market price at launch. Their new products always launch competitively for what they think their users will pay- especially if they're launching into a new market segment.
I'd say VR as a whole needs to have a similar market size to that of consoles to be considered mainstream.Wow, that would mean Quest 2 sold around 8,736,000 units? That's incredible for a VR headset.
The fact that VR in general sold 11.2 million means VR is officially mainstream? Those are comparable number to very successful consoles.
I hope VR keeps up the momentum. I really look forward to the day when we get Mixed Realty headsets that can play desktop VR quality standalone. It will only get better from there.
I also just hope Valve or other companies offer comparable alternative devices so I don't have to buy a Quest.
Microsoft is in a good position for enterprise for sure. Consumers would be a different story, but I think they can still be a good competitor in the consumer space down the line, just not anytime soon.
I also think the medium needs Nintendo to push it forward, but Nintendo wont do it until they're readyI'd say VR as a whole needs to have a similar market size to that of consoles to be considered mainstream.
If you have 3 consecutive years of VR shipping near console level numbers (45 million/year at it's peak), that should do it.
I'd say VR as a whole needs to have a similar market size to that of consoles to be considered mainstream.
If you have 3 consecutive years of VR shipping near console level numbers (45 million/year at it's peak), that should do it.
Apple has been developing AR/VR tech for years now… ARKit/RealityKit have existed for a long time, they support things like spatial audio, hand tracking, depth sensing, real-world object anchoring, they have working Lidar and depth sensors in their current phones and tablets, they make Reality Composer and are constantly talking about AR applications every year at WWDC. Although they're more focused on AR passthrough vs "VR" (which Meta has also been dabbling in).VR isn't like smartphones or tablets. By the time Apple got into the market, the material costs were not all that crazy.
VR requires much deeper R&D than what companies had to do in the smartphone era. There's a lot more logistics that goes into an advanced VR device than a smartphone.
I see where you're coming from, but that would be Quest only.I'd agree that the market as a whole would need to grow to be comparable to consoles, but I'd say 8,000,000 for Quest 2 alone is already pushing mainstream consol type numbers. If it can grow to over 10,000,000 per year, that's usually the threshold for a successful console. 12-15,000,000 per year would mean it would be doing Wii, PS2, PS4 type numbers.
I'd say VR as a whole needs to have a similar market size to that of consoles to be considered mainstream.
If you have 3 consecutive years of VR shipping near console level numbers (45 million/year at it's peak), that should do it.
They're doing plenty of R&D on VR/AR, yeah. I'm saying that the R&D is more daunting. There's a lot more areas to cover than what Apple had to do to create the iPhone. Many more fields of science are involved, and you have to be much more careful with heat, battery, processing, and have to experiment with complicated optics.Apple has been developing AR/VR tech for years now… ARKit/RealityKit have existed for a long time, they support things like spatial audio, hand tracking, depth sensing, real-world object anchoring, they have working Lidar and depth sensors in their current phones and tablets, they make Reality Composer and are constantly talking about AR applications every year at WWDC. Although they're more focused on AR passthrough vs "VR" (which Quest has also been dabbling in).
AR Creation Tools - Augmented Reality - Apple Developer
Reality Composer is a powerful tool that makes it easy for you to create interactive augmented reality experiences. Reality Converter quickly converts your existing 3D models to USDZ.developer.apple.com
The only difference is their stuff is currently trapped through a phone or tablet viewport, they're doing a ton in the AR/VR space… they just don't have a headset yet, but their software is certainly there for it.
Wait, I thought you were limited to whatever is on the Oculus platform? That's part of why I haven't bought one yet lolNot surprising, it's the cheapest (and only?) headset to allow us to play HL Alyx wirelessly.
What a joy that was.
Switch sold around half that in 2020. Like I said though, that was more about the peak. A typical year would be more like 30-35 million across all three.45 mil in a year? Where on earth did you get that number Darth, lol.
Wait, I thought you were limited to whatever is on the Oculus platform? That's part of why I haven't bought one yet lol
Wait, I thought you were limited to whatever is on the Oculus platform? That's part of why I haven't bought one yet lol
Switch sold around half that in 2020. Like I said though, that was more about the peak. A typical year would be more like 30-35 million across all three.
Monthly users? Yeah, 100 sounds about mainstream. I was thinking more about units sold in general, but monthly users is another metric you could use.Oh, the combined markets, lol, sorry I misread. That's still high though, I think if it could consistently hit like 20 mil a year for a few years it would still pretty much be considered mainstream. I'd say once you have around 100 million concurrent l (monthly) VR headsets in use I think thats pretty mainstream. Consoles probably didn't get there until what, the mid-late 90's?
VR isn't like smartphones or tablets. By the time Apple got into the market, the material costs were not all that crazy.
VR requires much deeper R&D than what companies had to do in the smartphone era. There's a lot more logistics that goes into an advanced VR device than a smartphone.
It's a VR headset too. Not just a VR "console" lol.Wait, I thought you were limited to whatever is on the Oculus platform? That's part of why I haven't bought one yet lol
Monthly users? Yeah, 100 sounds about mainstream. I was thinking more about units sold in general, but monthly users is another metric you could use.