There's no sales figure for Vive and Rift.
Besides, the reality now is that there still more vr games being announced for Vive/Rift instead of PSVR or release on Vive/Rift before PSVR. And they aint low effort titles too. Recent newly announced VR games like Radiant Crusade,Airtone,Assetto Corsa,Twisted Arrow,Vindicta etc are all exclusive to Vive or Rift or both
Since when has there been a Pro shortage? My store has never run out...Much like PS4 Pro, Sony can't keep it in stock.Hard to judge how high the demand actually is.
Personally I think PSVR is dead, but the Pro will end up being very successful (maybe because I only have the Pro).
But PC has half the VR userbase than PSVR, why would these VR Only devs abandon PSVR if that would net them twice the sales literally?
Has the PSVR already outsold the Rift and Vive combined yet?
Since when has there been a Pro shortage? My store has never run out...
You may want to edit this because your math is wrong which makes the rest of your post wrong. Half of 9 is 4.5.
Edited, is it better now?
Never meant to make this a sales argument, my reply was based on why would VR only devs abandon PSVR.
Not sure if you read the article but it talks about how Sony lowballed supply and has been surprised by the demand. You just never know how well anythings going to do these days. We all know if there was a ton of unsold PSVR stock wallowing on the shelves people would have given them shit for that too.PSVR has sold 900,000 units in its opening week...... because they haven't been in stock since.
If I were a developer, would I develop a game for a 900.000 userbase?
I mean, for an expensive accessory, it seems to have done okay? But I don't see it being really supported going forwards. Not to mention the fact that it appears to be forever sold out everywhere.
2 things that made you overeact with this post.
1) I never said any sales figures I just said that PSVR would open the devs to twice the sales, so VR only devs wouldn't abandoned PSVR on a whim.
2) I never said Rift/Vive don't get more games than PSVR. Vive/Rift geting more VR releases has more to do with it being easy to publish on an open platform and/or having to do with PS4 not being powerful enough. But, if the VR games that devs make run on PSVR, you sure as hell won't see a dev not port it on PSVR to get extra sales.
My main argument was that PSVR wouldn't be abandoned by PSVR only devs, so there will always be games releasing on it. Sales figures only matter for AAA support as we can all see.
Doesn't bode well for developer support. Third parties abandoned the Wii U over an userbase 5 times the size.
A lot depends on Sony's actions imo. They must keep releasing VR games themselves and they must convince other publishers to do that. The route taken by Resident 7 seems the best. The game is fully playable and fully enjoyable in VR and non-VR modes.
It also isnt that simple for a few reasons. Like the sales argument, even if PSVR has a larger userbase, it does not mean it is guaranteed sales, but potential sales (which should be a selling point to support the PSVR). The technical limitation is, I believe for most titles on PC you need a pretty powerful rig, and I imagine most titles are currently in the "enthusiasts will get whatever they need in their PC to get this to work" phase. Now, admittedly, I have not followed VR on PC in a long time so maybe requirements have dropped.
Theoretically, the shift should be focus on PSVR first and scale up for PC to make it theoretically easier to support all platforms and thus have the largest potential sales base.
people should read the article.
lol
OP should have thrown these in his post.
Also Batman VR is AMMAAZING!
Isn't it quite terrible for an accessory for which there is marketing, development efforts, shows, kiosks. You don't spend so much effort and time on an accessory which you are expecting to sell a million or two in year.
Either Sony didn't design it well to have an adequate production line or they just designed it for testing purposes.
Doesnt install base imply sales?
This explains alot in this threadDoesnt look like a good number. It can be due to stock issues, or bad (or absent) marketing, but I was expecting something in the line of original kinect numbers. Price plays a big role obviously.
Doesnt look like a good number. It can be due to stock issues, or bad (or absent) marketing, but I was expecting something in the line of original kinect numbers. Price plays a big role obviously.
Sony is so screwed. That's it? 900k? Man I expected way more Sony can't be happy with that number. Probably going to abandon it and the pro later this year maybe next time spend that on timed exclusives.
Maybe it's just me, but it seems like hype for PSVR fell of a fucking cliff post-release.
Doesnt look like a good number. It can be due to stock issues, or bad (or absent) marketing, but I was expecting something in the line of original kinect numbers. Price plays a big role obviously.
No, I just don't see how they can go from 68k in December from US (their biggest market), and that being almost flat from November, to 900k worldwide in January and February.I'm guessing you dont trust any numbers unless they are MAUs
want 30+ million sales? just make GTA VI PSVR compatible and this thing will sale like hot pancakes
So why would you assume attach rate would be any higher on PC than on PSVR? Sure not all 900k PSVR users would buy every title, but it's the same for 600-700k PC VR sales.
What would make most sense if for AAA devs to hit PSVR first, with a single target headset and a vanilla/Pro hardware target. The high install base, closed ecosystem and single target make this the most AAA friendly model to follow
For indies, it makes more sense to target PC first, since you can leverage early access and much lower barrier to publish. If it makes enough money and has decent word of mouth, the dev could probably afford to publish a PSVR port.
No, I just don't see how they can go from 68k in December from US (their biggest market), and that being almost flat from November, to 900k worldwide in January and February.
Of course the Us is not the whole world, but psvr haven't lighting the charts on other countries either.
Of course the Us is not the whole world
but psvr haven't lighting the charts on other countries either.
Since when has there been a Pro shortage? My store has never run out...
Doesnt look like a good number. It can be due to stock issues, or bad (or absent) marketing, but I was expecting something in the line of original kinect numbers. Price plays a big role obviously.
Hmmm, someone hasn't been paying attention. It was sold out everywhere (except Canada cuz of reasons) in the last two months, that created a lot of demand, people bought it when the retailers stocked units daily.
I've never seen a retail unit. Germany here. I'm not looking for it regularly though. Just when I happen to be in a store.