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Sony - Is Sony saving VR? - View Post

twintail said:
VAMatt said:
I actually don't feel like Sony has done very much for VR at all. They're making the hardware available, but they haven't put any real money into software development. That's the thing that first parties are generally good for when we talk about supporting hardware. Sony has proven more or less useless in that regard.

i am just going by Wikipedia here, but in 2016 Sony published 9 VR compatible games. MS published 6 X1 games. in 2017, the numbers were 6 and 8 respectively. In 2018, its is 5 to 4.

Now these numbers are not 100% accurate since I am doing this quickly but Sony has been publishing roughly the same amount of PSVR titles as MS is publishing games for the X1.

I would disagree that Sony isn't putting in the effort for VR software. They have even built a new studio just for VR (granted they have not announced their first game yet)

Cloudman said:
I feel the more fitting word is 'relevant' rather than saving, as VR doesn't really seem like tech that's really been dying, but rather has just been... there. It's something that's never really caught on, but attempts have been made on it many times. As for the answer to the question, not sure really. PSVR isn't really something I hear mentioned when the topic is brought up. Usually it's Oculus I hear about, and how that's the best VR tech currently. I'd give Sony part of the credit, but not the sole contributor.

I suppose it depends on how we look at contributing to VRs growth. But I dont think PSVR is out of the conversation. There have been stats that have shown PSVR as having the highest shipment numbers for 2017 and 2018, and highest sales for 2018. According to Sony they have sold 3 million VR units and had 21 million pieces of software sold for VR use in 2 years on the market. What is really important is for all VR to be viable going forward. So whoever is part of the conversation is good for those who want more VR gaming

Well, I mean I didn't say they were out of it. I recognize they're part of the push for VR currently. Personally, I wouldn't say the main driving force though. I'd say theirs is the most accessible device available.



 

              

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