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The numbers don't lie though, statistically nobody wants VR, we haven't even reached the numbers they were predicating for 2016, 10 years later ... > It says 9
by lm28469 1y ago
The numbers don't lie though, statistically nobody wants VR, we haven't even reached the numbers they were predicating for 2016, 10 years later ...
> It says 96 million VR headsets will be shipped in 2020
https://www.forbes.com/sites/paullamkin/2016/02/17/wearable-tech-market-to-be-worth-34-billion-by-2020/ https://www.forbes.com/sites/paullamkin/2016/02/17/wearable-...
Turns out they sold half as much.... in 5 years: https://startupsmagazine.co.uk/article-over-51-million-vr-headsets-shipped-last-5-years https://startupsmagazine.co.uk/article-over-51-million-vr-he...
> the VR/AR market will reach $182 billion in revenue, including hardware and software/content, by 2025 and bypass television.
https://www.startbeyond.co/media/idcvrrevenuereport https://www.startbeyond.co/media/idcvrrevenuereport
Meanwhile: "The global virtual reality (VR) market size was valued at $16.32 billion in 2024"
I don't know anyone with a social life who care about these toys, the only people I know of who are semi interested already spend 6+ hours a day gaming.
- andybak 1y agoI don't care how many people want it. I personally never claimed it was going to be a huge mass market thing. It's big enough to be sustainable. Stupid claims by people trying to pump investment hype have no bearing on my interest in the medium. > I don't know anyone with a social life who care about these toys, the only people I know of who are semi interested already spend 6+ hours a day gaming. The people I know with an interest in VR are mainly artists and other forms of creatives. We must move in different circles.
- theshackleford 1y ago> I don't know anyone with a social life who care about these toys On the other hand, I do. Isnt it crazy that like, different people have different experiences? Who would have thought!