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PSVR has sold over 900,000 units to date

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

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 getting 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 VR only devs, so there will always be games releasing on it. Sales figures only matter for AAA support as we can all see.
 
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).
Since when has there been a Pro shortage? My store has never run out...
 
Bought mine day one and sold it a couple of weeks ago for what I paid for it. I enjoyed my time with it but outside of RE it lost its luster pretty quickly so I'm glad I essentially rented one for free for 4 months.
 

Laranja

Member
Since when has there been a Pro shortage? My store has never run out...

The Pro seems to be going out of stock all the time in UK.

I've been meaning to get my hands on one at Curry's (got a discount coupon) and they haven't had it in stock for about two to three weeks. Amazon keeps running out of stock, too.
 

NolbertoS

Member
I'm with the Flop crowd. Sony maybe pulling a Nintendo to guage demand. Its been out for what 5 months and for 900K worlwide, I believe?? Is not that impressive. Look I owned a PSP and Vita and got excited the first year sales too, but like others are saying. When the PS4 has a 50 million userbase, for some developers maybe a 20% of that userbase must own a PSVR to make it attractive to them to develope more PSVR games. That small amount is Vita numbers. Unless PSVR goes down 100-200 in price, it won't ve selling gangbusters anytime soon.
 
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.

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.
 
Awesome. As a PSVR owner I am happy with these sales because I want more support for it in the future.

PSVR has sold 900,000 units in its opening week...... because they haven't been in stock since.
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.

In the US you can now get the HMD at Best Buy, Gamestop and Walmart:

http://www.nowinstock.net/videogaming/accessories/playstationvr/
 
The amount of flip flopping is amazing. This thing wasn't selling millions upon millions nor was Sony expecting it too. When it was about to come out they were happy with their 100's of thousands of pre orders. Now it's a flop I don't get it.
 

xrnzaaas

Member
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.

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.
 

ArtHands

Thinks buying more servers can fix a bad patch
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.

Doesnt install base imply sales?

Either way, much of newer vr titles seem to suggest they aint really on board in the first place.

I will go to sleep now, its rather late.
 

Agent X

Gold Member
Doesn't bode well for developer support. Third parties abandoned the Wii U over an userbase 5 times the size.

The size of the userbase isn't the only factor. Another important factor to consider is those customers' willingness to spend money.

If PSVR owners have a tendency to open their wallet to purchase PSVR games, then you can be assured that developers will continue to support those users.
 
Sony are happy with these numbers so that's a good sign, I bet they are kicking themselves for having supply issues though.

I don't know why people are upset about that.
 
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.

I said in another thread, but now that it seems the Gravity Rush franchise is over (or at least I think that is the consensus, and before anyone jumps on me I am not happy about that), I want Project Siren to:
1) Do a port of Siren Blood Curse for PS4 (probably farm that out to some other studio) to bring that fanbase back
2) Make a Siren game on PS4 that supports PSVR in the same fashion as RE7

Further, I would love an Until Dawn sequel. Not sure how to get VR incorporated in that, but maybe they continue the Until Dawn VR on rails series as well as Until Dawn itself?
 

Welfare

Member
PSVR has to be treated as a long term investment for Sony. It is already beating their expectations and that is still with supply not fully covering demand. Once bigger releases come out and price drops and or more attractive bundles appear, PSVR should continue to have success while riding on the "novelty" aspect of the tech.
 

noobie

Banned
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.
 

Fisty

Member
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.

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.
 
people should read the article.

lol





OP should have thrown these in his post.


Also Batman VR is AMMAAZING!

Why would people actually READ the article before pulling uninformed, baseless statements out of their asses? This is the internet, after all!

On topic, I bet the attach rate is super high. I personally have purchased almost every game released so far. This week alone, I bought Mervals, Psychnauts and Rez. Been playing then all weekend.
 

Tagyhag

Member
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.

I'm pretty sure Sony is playing the long term here (As they should) so when VR really kicks off for the mainstream, they'll have an established name, an established VR library, and established experience in selling and marketing said library and headset itself.

If a company is trying to get into VR to make a quick buck then they're delusional.
 

Synth

Member
Doesnt install base imply sales?

Not necessarily, otherwise the worldwide sales of the XB1, should make it a no-brainer for a lot of Japanese games, otherwise they'd be giving up 50% of whatever the PS4 version sells. But there's plenty of data to show that often not being close to the case (let alone the "hundreds of millions of gaming PCs argument").

In regards to VR, it's very likely that someone willing to buy more premium hardware (both the PC itself, as well as the headset/controllers) is more likely to then buy a lot of software for that platform.
 

borges

Banned
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.
 
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.

How is it not a good number when they are meeting their own internal projections?
 

Elfstruck

Member
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.

I can't tell if this is a joke post. This is a device that costs as much as a console and that it has been oos for a while.
 

Tagyhag

Member
Maybe it's just me, but it seems like hype for PSVR fell of a fucking cliff post-release.

That's because the library is slow, I told people they should have seen that coming but hype beats all. I'm sure there's those that still use it daily.

It's all up to Sony to keep the hype alive, which is why I believe E3 will be super important for PSVR.
 
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.

Did people buy two kinects?

Because that's what PSVR minimum costs.

No way is any VR getting those type of sale numbers unless they give them away with something ala Gear VR.
 
I'm guessing you dont trust any numbers unless they are MAUs
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.
 
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.

Oh the original comment was by supporting the PSVR they would get double the sales, which is not entirely accurate which is what I was trying to get across. Supporting the platform with the largest potential sales base is the best approach, which is why I said the shift should be to build for the PS4/PSVR and scale from there for PC so you support the platform with the largest number of VR owners AND have the added benefit of supporting all VR markets (well save things like headset VR).

Sorry, guess I didnt explain as well as I thought. Again, I was just trying to point out that putting the title on the PSVR is not a guarantee of double sales compared to PC, but potential sales. And that building for PSVR first has the potential to net more sales as you are hitting the largest install base (PSVR) and, can scale up/out on PC for increased sales. Though, I do see your point about the indie titles being able to leverage early access and the like as a plus for them to focus PC first.
 
How many have been returned? 3 of my 5 friends who bought one had to return them because they were defective. One of them had the headset die, and the other 2 had bad breakout boxes.

Not trying to say it's a bad product or every one is defective, btw. This is just my personal experience, for what little that is worth.
 

Fisty

Member
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.

I guess Andrew House is prepping his resume to work in the White House
 

Fisty

Member
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.

Yeah the JP adoption seems to be pretty strong, from some accounts anyway
 
900k is enough to get developers and publishers to release games for it. Just like anything at launch that doesn't have a lot of software, you'll get very high attach rates.


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.

Around the holidays I saw like 3-4 just sitting on a shelf at Best Buy in Southern California. I had no idea there were still supply constraints
 
"But even if PCVR has more than half of the VR userbase of PSVR, why would these VR Only devs abandon PSVR if that would net them almost twice the sales literally?"

Because there are things you can do with PCVR that are impossible on PSVR.
 
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