3 ms·
> I do get the feeling that sales fell short of expectations, but is that really true? And by how much? No one actually knows at the moment, or rather: The peo
by sgift 10y ago
> I do get the feeling that sales fell short of expectations, but is that really true? And by how much?
No one actually knows at the moment, or rather: The people who know don't tell. There are many rumours flying around (e.g. "Vive was sold around 140k times" based on SteamSpy data) with corresponding dismissal ("We have sold many more than 140k units and are very happy" was HTCs answer) and so on. I think it will take a while until we can say if sales fell short or not. Maybe in a year.
- georgeecollins 10y agoThe market for high quality headsets is still small to support high quality VR content, which is expensive to develop. Casual (phone) headsets don't generate much revenue. So it's growing, but not generally profitable. The question is will it grow enough to support a large ecosystem?
- Mahn 10y agoHigh quality VR is simply too expensive right now for anyone but the most hardcore PC gamers due to the requirement for a high end gaming rig in addition to the headset. Facebook and Valve will have to continue subsidizing VR content and developers until they can change this.
- actsasbuffoon 10y agoPlaystation VR hits a decent sweet spot on price/quality IMHO. $350 for a PS4, $100 for a pair of PS Move controllers, $60 for a PS camera, and $400 for the headset. That's a total of $910, but cheaper if you already own some of the components. 36 million homes already had a PS4 as of this past January, so they can cut $350 from that price. The quality isn't as good as a Vive, but I've been able to play for hours without nausea. I bought an Oculus DK1 shortly after launch and suffered pretty severe nausea within 20 minutes most of the time. I was worried that I might be one of these people who just doesn't have the stomach for VR, but now I suspect it was the lack of head tracking on the DK1.