Quantcast
Putting Sony’s 4.2 million PSVR sales in context

Forums - Sales Discussion - Putting Sony’s 4.2 million PSVR sales in context

Mnementh said:

Bofferbrauer2 said:

Well, he does have one point: VR is not selling very well. In fact, PSVR is still doing the bulk of the sales, though the competition is expected to overtake Sony in the near future:
https://www.statista.com/statistics/671403/global-virtual-reality-device-shipments-by-vendor/

In 2017, PSVR accounted for almost half of all VR sets, while in 2019 it's expected to only sell less than one third, with Oculus apparently catching up fast. But that still accounts to a very small market.

Also, I can't understand their outlook:

https://www.statista.com/statistics/591181/global-augmented-virtual-reality-market-size/

So, the market is stagnant for 4 years now but they expect it to be 10x larger in 2020 than their (already optimistic imo, especially for Oculus) 2019 prediction? Doesn't make much sense to me, but okay I guess?

It's not 2020, it's actually 2022. Two years are just missing. In these two years some miracle happens, the return of Jesus and he plays VR or something along these lines.

That's just a typo, I actually mean to write 2022. Will be corrected right away.

Also, Rol put the correct date when he was quoting me, so I guess it shows who actually check the links and who only reads the posts.



Around the Network
Megiddo said:
Huh, I thought this would be a comparison between PSVR, Vive, and Occulus.

Wasn't expecting nonsense.

There's a comparison between those three headsets/manufacturers in the full article.



Legend11 correctly predicted that GTA IV (360+PS3) would outsell SSBB. I was wrong.

A Biased Review Reloaded / Open Your Eyes / Switch Gamers Club

VR has a long way to go.  

It's improving very quickly, but the headsets have a long way to go.  I think they can reach mainstream quality, but we aren't there yet.  

What it adds to experience isn't as obvious as some other accessories and it's a hard sell for upwards of $200.  Applications aren't well known.  The best games are usually smaller experiences with few exceptions.  Only a couple are mainstream titles.  

Overall, no PSVR isn't doing fantastic numbers but it is doing a lot better than I expected.  



hunter_alien said:
kazuyamishima said:
Kinect launched with Kinect adventures for $150 and at the same time you could snag a Xbox 360 4gb for $200

PSVR launched at $399 with no games/camera. The unit was only available for $199 on holidays 2017 and 2018. If Sony can make a permanent price drop to $199 including one game and the camera they could hit 10 millions easily.

This. + add in the fact that VR in general is a one-man show when played while Eye-toy ripoffs are for party groups. The fact that it will easily do 6 million units, thus becomming the only relevant VR platform is absolutely massive. Next-gen if doen right from day 1 they could sell way more.

All that says is that VR is a failed concept. As predicted.



I describe myself as a little dose of toxic masculinity.

So I'm guessing the point of holding up PSVR against 32x, Mega CD and kinect is to show how it has done next to other accessory's that allow new types of games to be played. I get that, and I understand what it attempted to be said with these graphs.

But these are really terrible things to compare PSVR to. The Sega things are two decades old and the Kinect was a pack in item for many 360 SKUs.
Surely the PS2 Eye Toy would be the go-to compassion accessory. It's Sony, it also came out on a popular system and to my knowledge their wasn't an SKU to bundled it in with the system.

I get what you're trying to do and say, but the execution is awful.



Sony want to make money by selling art, Nintendo want to make money by selling fun, Microsoft want to make money.

Around the Network

I've been saying the sales have been underwhelming since day 1. It barely outsold the Virtual Boy in the same period of time. Has done better since the price cut, but still well below the infamous flop Wii U. The reply is always "It's a peripheral," like the Kinect didn't sell well.



The value for Sony in the VR space is not in it's install base/volume but in it's exclusivity. Neither Microsoft or Nintendo have shown any real interest or presence in this space leaving Sony VR exclusively; which is a big deal! VR provides Sony with a similar brand effect as having the X1X be the most powerful or Switch being the only hybrid/portable. It doesn't matter how much volume or use per say (as long as it's not too low).

Sony has taken the gamble of investing in the platform and basically replaced all the small experimental exclusives they used to put out with VR stuff instead. It's an interesting move for a platform holder which differentiates them from their competitors.

I think VR kind of helps define their platform/brand as being state of the art and visionary. I am 100% sure Sony are aware of this and will continue VR support for the branding alone.



only777 said:
So I'm guessing the point of holding up PSVR against 32x, Mega CD and kinect is to show how it has done next to other accessory's that allow new types of games to be played. I get that, and I understand what it attempted to be said with these graphs.

But these are really terrible things to compare PSVR to. The Sega things are two decades old and the Kinect was a pack in item for many 360 SKUs.
Surely the PS2 Eye Toy would be the go-to compassion accessory. It's Sony, it also came out on a popular system and to my knowledge their wasn't an SKU to bundled it in with the system.

I get what you're trying to do and say, but the execution is awful.

You make a great point.  A lot of people are comparing it to the Kinect and saying it sold badly.  But you could compare the Eye Toy to the Kinect and also say it sold badly.  That didn't take away from the Kinect's success, PSVR 2 could end up doing massively better.  

Eye Toy did better, but considering it's a $50 accessory, PSVR sales look amazing by comparison.  



d21lewis said:
Peripherals always limit potential because you have to own the original device and then be one of the few from that subset willing to purchase a secondary device. I applaud Sony for doing as well as they did with the PSVR, being a "day one" owner myself.

I'd like to see how other peripherals compare like Wii Fit Balance Board and Eye Toy (despite them being much much cheaper). Even when they sell extremely well, there's pretty much always a point where all support just disappears. That hasn't been the case with PSVR yet.

PSVR is benefitting from being a device that doesn't require games built specifically for it. Its just one of many VR devices.

Something like Kinect or Balanced Board primarily needed games designed for the hardware.



Recently Completed
Crackdown 3
for X1S/X1X (4/5) - Infinity Blade III - for iPad 4 (3/5) - Infinity Blade II - for iPad 4 (4/5) - Infinity Blade - for iPad 4 (4/5) - Wolfenstein: The Old Blood for X1 (3/5) - Assassin's Creed: Origins for X1 (3/5) - Uncharted: Lost Legacy for PS4 (4/5) - EA UFC 3 for X1 (4/5) - Doom for X1 (4/5) - Titanfall 2 for X1 (4/5) - Super Mario 3D World for Wii U (4/5) - South Park: The Stick of Truth for X1 BC (4/5) - Call of Duty: WWII for X1 (4/5) -Wolfenstein II for X1 - (4/5) - Dead or Alive: Dimensions for 3DS (4/5) - Marvel vs Capcom: Infinite for X1 (3/5) - Halo Wars 2 for X1/PC (4/5) - Halo Wars: DE for X1 (4/5) - Tekken 7 for X1 (4/5) - Injustice 2 for X1 (4/5) - Yakuza 5 for PS3 (3/5) - Battlefield 1 (Campaign) for X1 (3/5) - Assassin's Creed: Syndicate for X1 (4/5) - Call of Duty: Infinite Warfare for X1 (4/5) - Call of Duty: MW Remastered for X1 (4/5) - Donkey Kong Country Returns for 3DS (4/5) - Forza Horizon 3 for X1 (5/5)

I wonder how many PSVR Aim controllers were sold so far (a peripheral for a peripheral)...

https://www.roadtovr.com/psvr-aim-games-support-compatibility/