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zorg1000 said:
4k1x3r said:

As opposed to the estimated 243k for the Oculus Rift and 420k for the HTC Vive, such a tiny number indeed.

 

OT: as a developper, I still wouldn't see why I would develop a game for a 910k player base unless I'm hella confident my game will help increase thet player base in a meaningful way.

Well doing better than other poor selling, niche devices isn't really a good measurement of success.

Its like saying Wii U isnt doing too bad because it did better than Saturn & Dreamcast or Vita isnt a failure because it did better than GameGear & N-Gage.

You're saying we can't measure the success of PSVR by outselling its competitors, but how are you quantifying that its competitors are selling badly? Did Occulus or HTC ever give internal projections?

 

Also that WiiU example is bad. WiiU was never market leader. PSVR is the market leader. Not an apples to apples comparison, it'd be more like saying PS4 (PSVR parallel) did good against X1 (HTC Vive parallel) and WiiU (Occulus Rift parallel) but continues to be dwarfed by mobile (which is apples to apples as literally the highest selling VR add on comes from Samsung in the mobile space yet PSVR retains the premium market on console/PC)