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Can PSVR sell 7 million LT on PS4?

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PSVR LT Sales?

4 Million 10 24.39%
 
5 Million 13 31.71%
 
6 Million 6 14.63%
 
7 Million 5 12.20%
 
8 Million or more 7 17.07%
 
Total:41

It really depends on price and availability. At 199 that thing would fly off of shelves. Lifetime if it hits 149 or less then or course but to be honest, I don't think Sony ever planned to sell more than 5 million.



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I'd say 7 million is a fair estimate. :)



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Lafiel said:
KBG29 said:

Very true. Maybe they will stick with PSVR1 for the first few years on PS5. Since PS5 will 99.9% end up being X86+Radeon, current PSVR implantation should be free, and any game using dynamic resolutions should automatically bump without any need for patches. 

I just wonder about the Break Out Box. PS5 should have evrything it needs to just plug PSVR in directly. Will they sell PSVR headset only once PS5 arrives?

If they stick with PSVR on PS5 for a few years, before dropping PSVR2 and Move2, then I don't think PSVR will have any issues reaching 7 million.

As for PSVR2 though, I am very curious to how they will be tracking. That is why I love VR though. It is so young, and there are so many possabilities. 

I also wonder if they will be able to make PSVR2 backwards compatable with PSVR1 titles with PSVR2 tracking. Obviously that would be ideal, but if they nail something that gives them an incredible leap in tracking, then it would be worth a break in compatability IMO. 

Tracking will obviously make a huge leap, especially the next motion controllers should blow the Moves out of the water, but I don't think that necessarily means breaking game compatibility. If PSVR1/Move1 games don't accept PSVR2/Move2 input directly Sony should definitely have an "emulation" program that fixes that without the game devs having to patch anything.

As long as the new controllers have more input options rather than less, it won't be a problem. Same with tracking. The old games might still limit your play space unnecessarily, however tracking should be 360 degree and in a bigger area I would think. Prompts like show the light bar and calibration need to be patched though. I doubt psvr 2 will still use a camera for tracking. Using PSVR  1 on PS5 is a bigger challenge to support the old tracking next to the new for a couple years.



Prob heavily frontloaded hypebuying this gens VR had so i do not think it will do much more.



kazuyamishima said:
Amazon Australia had version 1 headset + camera for Aus $199 (us$142) for the last 2 weeks.

Maybe they can do something in Us

 

thismeintiel said:
Errorist76 said:

Why not? Price is the main reason why people haven’t jumped on. It’s not going to get cheaper and the more great system sellers are out, the more are gonna jump on. 3 Million in less than two years..assuming it’s going to be sold for another 3 or so years, I don’t see why it shouldn’t reach that number.

Agree.  I think if they can get the price down to $199 for a small bundle, sales should receive a nice boost.

The bundle with Doom and the camera, but no move controllers, has been on sale a number of times in the US for $199.  I tried to buy it last year, but that bundle was sold out everywhere. Other bundles were not nearly as attractively priced.



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Immersiveunreality said:
Prob heavily frontloaded hypebuying this gens VR had so i do not think it will do much more.

Sony announced 1mil sold at the start of June 2017, 2mil at the start of december 2017 and 3 mil in mid august 2018

as PSVR launched in mid oct 2016 it took ~8month to sell 1m, ~7month to sell the 2nd mil and ~8month to sell the 3rd announced million, so selling pattern up to now doesn't look all that frontloaded



Lafiel said:
Immersiveunreality said:
Prob heavily frontloaded hypebuying this gens VR had so i do not think it will do much more.

Sony announced 1mil sold at the start of June 2017, 2mil at the start of december 2017 and 3 mil in mid august 2018

as PSVR launched in mid oct 2016 it took ~8month to sell 1m, ~7month to sell the 2nd mil and ~8month to sell the 3rd announced million, so selling pattern up to now doesn't look all that frontloaded

Hmm indeed, im curious to see how VR will evolve if this stays an ongoing trend .



I voted 4 million.

I think the next PSVR version will be the one to buy; the current version is lacking in every aspect. It's basically a beta version, and the next one will probably benefit from AMD's navy multi-core GPU technology through "infinity fabric." Once that one get's announced with the PS5, it will probably consume any future sales of current version.



DraconianAC said:
I voted 4 million.

I think the next PSVR version will be the one to buy; the current version is lacking in every aspect. It's basically a beta version, and the next one will probably benefit from AMD's navy multi-core GPU technology through "infinity fabric." Once that one get's announced with the PS5, it will probably consume any future sales of current version.

So when do you expect the PS5 with these enhancements to be available? A PSVR2 which is building on these features won't be launching earlier, probably even later (otherwise it will be an expensive holiday for early adopters, who want the complete package of home console + VR headset at the same time)



5M possible, maybe even 6M, but for more Sony should make a far bigger marketing effort and get more 1st and 3rd party VR games, and as the market showed that even growing VR is still niche this gen, it's most likely that Sony will allocate such larger resources for next gen. The good news is that once there is the right HW, the biggest effort is only finding a good input paradigm for free roaming (VR on rails makes little sense except for a few very simple games), while with enough GPU power the graphics part can be dealt with almost automatically, it's just matter of calculating each two frames from two different points of view (corresponding to the eyes) of the same scene, so it even takes less than twice as much computing power as with single frame 3D projection, as the initial steps for each doble framecan be shared, and the HW must anyway manage a single world viewed from two points of view, not two worlds, this means that VR requires a very reasonable increase of computing power and almost no increase in dev resources and time for graphics. Once HW and input matters are solved and HW is affordable, VR becomes viable and the only step remaining is making more people like it.



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