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Forums - Gaming - PSVR 429,000, Samsung Gear VR 489,500 in Q1 2017

Looking OK so far, definitly have to see how the numbers look for Q2 and the rest of the year before we get too excited.

If sales don't start to really pick up by this holiday we may have an issue. Sony doesn't expect current VR to be the next Wii, but they would like to hit about 10 million consumers. I think more players in the industry will have to move on and take some risks if this is to happen.

I really hope VR does take off. It is by far the most exciting tech I have used for gaming, far surpassing the excitment N64 and PS1 brought when real 3D games became possible. I honestly have lost a lot of interest in traditional games since getting PSVR. I really don't want to play another Call of Duty on traditional displays, I don't want Grand Theft Auto 6 unless it is a VR exclusive. Non VR games are missing over half the expereince. It is like for the last 20 years I have been a quadriplegic that was blind in one eye (not a poke at the unfourtunate people in this situation, but an honest example of what games on traditional controls and displays limit us to). Now VR has given me back my arms, and my vision (though a bit on the rough side).

I think in a perfect world in 2027 we VR will be at the same level as smartphones in 2017. Ten years on the market, and needed for work, social interaction, entertainment, school, and so much more. I truly believe that VR can usher in an evolution of man, helping deliver higher education through hands on simulation, deeper social connections with more people across the world, better fitness and greater skills due to being fully interactive, and much, mcuh more. Time will tell if it becomes as big as radio and tv, but I have never seen more practical technology than AR/VR.



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More than I expected. But not enough still. Tech is still in it's cradle, wont take off for atleast another few years...

KBG29 said:
Looking OK so far, definitly have to see how the numbers look for Q2 and the rest of the year before we get too excited.

If sales don't start to really pick up by this holiday we may have an issue. Sony doesn't expect current VR to be the next Wii, but they would like to hit about 10 million consumers. I think more players in the industry will have to move on and take some risks if this is to happen.

I really hope VR does take off. It is by far the most exciting tech I have used for gaming, far surpassing the excitment N64 and PS1 brought when real 3D games became possible. I honestly have lost a lot of interest in traditional games since getting PSVR. I really don't want to play another Call of Duty on traditional displays, I don't want Grand Theft Auto 6 unless it is a VR exclusive. Non VR games are missing over half the expereince. It is like for the last 20 years I have been a quadriplegic that was blind in one eye (not a poke at the unfourtunate people in this situation, but an honest example of what games on traditional controls and displays limit us to). Now VR has given me back my arms, and my vision (though a bit on the rough side).

I think in a perfect world in 2027 we VR will be at the same level as smartphones in 2017. Ten years on the market, and needed for work, social interaction, entertainment, school, and so much more. I truly believe that VR can usher in an evolution of man, helping deliver higher education through hands on simulation, deeper social connections with more people across the world, better fitness and greater skills due to being fully interactive, and much, mcuh more. Time will tell if it becomes as big as radio and tv, but I have never seen more practical technology than AR/VR.

Good luck with that.



tinfamous12 said:
These sales don't really show a "new hot product", but it may continue as a niche product, I don't see VR being a revolution like motion control was (Wii, Kinect, etc) but I think it will continue in some regard. Until developers find a way to make the games "must-haves", I don't see this as an extremely viable market, for the big three at least.

That's the difference between an affordable fad and expensive emerging technology.

Motion control was no revolution, it was around long before Wii and Kinect happened. Wii and Kinect brought it to the masses by making it standard for the Wii and with half a billion in marketing for Kinect while banking on the success of the Wii. Current VR is no revolution either, it's been around since the 90's as well. It's only now that a good enough experience is possible for a not too high price.

The difference is that VR is a new display tech which is where 1080p tv was in 2006. Except no existing content is compatible with it. The 'slow' adoption is actually a blessing. Developers need time to learn how to make games in VR. The worst thing would be a cheap knock-off with simple experiences. That will put it into fad territory. Google cardboard type solutions are contributing to that fed by a bunch of low quality 2D 360 videos.

However the full VR experience is promising enough for VR to keep growing. Which fad had so much different hardware coming out for it? Next to a whole range of new headsets coming, Vive already has a eye tracking add-on and wireless add-on within the first year. The number of released PSVR games is already surpassing the total number of games released for Move and Kinect with far greater variety as well.

This whole notion of "must haves" is a matter of opinion. I've already played plenty of "must haves" on psvr. What is a "must have" in your eyes?

The biggest hurdle to VR is that you need to use it for a while to get comfortable with it, and there's really no other way to show someone what it's like. Sure the initial wow factor is great from a 5 minute demo, yet after you get comfortable with VR space you simply don't want to go back :) It's a hurdle that will exist for some time. Full movement in VR really unlocks the full potential of getting imersed in the games, but starting out with a full motion game is as comfortable as trying to play a fast fps or racer as your very first gaming experience.