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Forums - Sony - Sony has sold 915k PSVR units to date

Mummelmann said:
pastro243 said:

Someone should make a porn game already, something like playboy mansion. I guess that would sell good IMO

A mobile hentai game for Japan with VR. Records would be broken left and right!

you're thinking short term.  What happens when all the Japanese people stop making babies and live in their VR hentai?  You lose your userbase eventually!



I am Iron Man

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Barozi said:
Only further proves that VR is a very niche part of the gaming industry.

Kinect was at ~9 million after the same time. Sure it wasn't quite as expensive but does that really explain that difference in sales? I think not. And we know how the bad the support for it was.

How would you explain it?

Kinect was $150 at launch with a game if you already had a 360.
Kinect plus console bundles were $300

PS Move was $50 per controller at launch, $30 for the navigation controller, $40 for the camera
PS Move bundle was $100 (one controller, camera, sports champions)
PS Move console bundle was $400 (one controller, camera, sports champions, ps3)

PSVR standalone is $400, no game, if you already have a ps4, a camera and move controllers.
PSVR bundle $500 (a steal considering camera is $60, move pack $100, VR worlds $40)
PSVR plus console $800

Kinect was heavily, and I mean heavily promoted for half a year before the launch. And it was easy to promote on TV unlike VR. After the Wii everyone could easily relate to doing the same without holding a wii mote. Kinect came at the right time at the height of motion controls. PS move sold 4 million units as well in the first couple of months. (Although no clue how that counted all the seperate bits)

VR is expensive, not easy to get, very hard to promote, few places to demonstrate, plus a 5 minute demo doesn't give you any time to get to grips with it. That it sold over 900k with all those hurdles is pretty good. Plus it already has better support than Kinect and Move!

I decided to skip on Psychonauts for now, bought Mervils: A vr adventure instead. Port from OR/Vive, looks to have some actual gameplay and has good reviews on Steam. It doesn't have to cost much to make a fun game for VR. Ofcourse it's really hard to promote to anyone who hasn't experienced VR when it looks like this in screenshots:

Gives me a Mario 64 vibe, download should be ready soon.

To everyone complaining games focus to much on graphics, buy PSVR!



Zekkyou said:
nanarchy said:

2-3 million is what i was expecting and what i think developers would need to see to start making significant investments. Developers are business's and need business justification for investment and 1 million just doesn't cut it

As i said, i understand the development argument (even if i only particularly agree), but why would you expect 2 - 3 million? That'd be decent for a proper console, let alone a $400 peripheral.  

I expected that because Sony are not stupid and understand what makes developers buy into a platform. I expected a massive initial push to get a userbase to justify it, even if they had to come at the expense of upfront profit through bundles, give away's, promotions etc, basically anything to get the userbase to the point where it can attract the developers. If I was developer these numbers tell me, hmmmm better wait 6-12 months and see how things go as I can't get my investment back with these numbers.



SvennoJ said:
Barozi said:
Only further proves that VR is a very niche part of the gaming industry.

Kinect was at ~9 million after the same time. Sure it wasn't quite as expensive but does that really explain that difference in sales? I think not. And we know how the bad the support for it was.

How would you explain it?

Kinect was $150 at launch with a game if you already had a 360.
Kinect plus console bundles were $300

PS Move was $50 per controller at launch, $30 for the navigation controller, $40 for the camera
PS Move bundle was $100 (one controller, camera, sports champions)
PS Move console bundle was $400 (one controller, camera, sports champions, ps3)

PSVR standalone is $400, no game, if you already have a ps4, a camera and move controllers.
PSVR bundle $500 (a steal considering camera is $60, move pack $100, VR worlds $40)
PSVR plus console $800

Kinect was heavily, and I mean heavily promoted for half a year before the launch. And it was easy to promote on TV unlike VR. After the Wii everyone could easily relate to doing the same without holding a wii mote. Kinect came at the right time at the height of motion controls. PS move sold 4 million units as well in the first couple of months. (Although no clue how that counted all the seperate bits)

VR is expensive, not easy to get, very hard to promote, few places to demonstrate, plus a 5 minute demo doesn't give you any time to get to grips with it. That it sold over 900k with all those hurdles is pretty good. Plus it already has better support than Kinect and Move!

I decided to skip on Psychonauts for now, bought Mervils: A vr adventure instead. Port from OR/Vive, looks to have some actual gameplay and has good reviews on Steam. It doesn't have to cost much to make a fun game for VR. Ofcourse it's really hard to promote to anyone who hasn't experienced VR when it looks like this in screenshots:

Gives me a Mario 64 vibe, download should be ready soon.

To everyone complaining games focus to much on graphics, buy PSVR!

smartest post in this thread

these sales are good and the fact that he said people are lining up when stock is replenished to get a psvr and the fact that they are still selling out, i think its clear that when they get the stock going in april, psvr will gain a steady flow of sales and hopefully we see some cool stuff at E3. Hopefully farpoint release date



bluedawgs said:

smartest post in this thread

these sales are good and the fact that he said people are lining up when stock is replenished to get a psvr and the fact that they are still selling out, i think its clear that when they get the stock going in april, psvr will gain a steady flow of sales and hopefully we see some cool stuff at E3. Hopefully farpoint release date

releases on the 16th of may (btw this is mentioned in the very article this thread is about)



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Lafiel said:
bluedawgs said:

smartest post in this thread

these sales are good and the fact that he said people are lining up when stock is replenished to get a psvr and the fact that they are still selling out, i think its clear that when they get the stock going in april, psvr will gain a steady flow of sales and hopefully we see some cool stuff at E3. Hopefully farpoint release date

releases on the 16th of may (btw this is mentioned in the very article this thread is about)

wow i completely missed this, why has no one talked about this at all? (or maybe they did and i missed the thread or something)



Good time to bring this up again. http://gamrconnect.vgchartz.com/thread.php?id=224437&page=1 Sony closes Guarilla Cambridge studio. Is this proof that Sony is going to pull "a Vita" with PSVR because of these sales numbers?



   

Hey! They got SONY on my amiibo! Wait a minute. Two great gaming tastes that game great together!

Switch FC: SW-0398-8858-1969

SonytendoAmiibo said:
Good time to bring this up again. http://gamrconnect.vgchartz.com/thread.php?id=224437&page=1 Sony closes Guarilla Cambridge studio. Is this proof that Sony is going to pull "a Vita" with PSVR because of these sales numbers?

Why? Demand is outpacing their expectations. They're 90% of the way to their 6 month goal with almost two months to go after having severe supply issues. Why would they stop supporting something that's selling better than they thought it would?



Bet with Adamblaziken:

I bet that on launch the Nintendo Switch will have no built in in-game voice chat. He bets that it will. The winner gets six months of avatar control over the other user.

Normchacho said:
SonytendoAmiibo said:
Good time to bring this up again. http://gamrconnect.vgchartz.com/thread.php?id=224437&page=1 Sony closes Guarilla Cambridge studio. Is this proof that Sony is going to pull "a Vita" with PSVR because of these sales numbers?

Why? Demand is outpacing their expectations. They're 90% of the way to their 6 month goal with almost two months to go after having severe supply issues. Why would they stop supporting something that's selling better than they thought it would?

 

FACT: Sony closed Guarilla Cambridge down. FACT: They were making games for PSVR.

   

Hey! They got SONY on my amiibo! Wait a minute. Two great gaming tastes that game great together!

Switch FC: SW-0398-8858-1969

Zones said:

"In an interview at his Silicon Valley office on Friday, Mr. House revealed PlayStation VR’s sales for the first time, saying consumers had purchased 915,000 of the headsets as of Feb. 19, roughly four months after it went on sale."

https://mobile.nytimes.com/2017/02/26/business/sony-playstation-vr-sales.html

Well, itd have been 915,001 but I havent found a single store who has it here in Mexico...



                          

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