VR Sales Analysis: Rift and Vive to Sell Under 500K in 2016, PS VR to Top 2M
uploadvr.com
uploadvr.com
The organization found that, by the end of 2016,
the Oculus Rift is projected to sell 355,088 units;
the HTC Vive will sell 420,108 units;
Steam's Hardware and Software Survey [1] has Vive:Rift at approximately 2:1. It seems to me that Rift and Vive owners would be very likely to have Steam installed. More accurate than: SuperData’s approach to the market for consumer-
centered virtual reality includes retail checks, executive
interviews with decision-makers from all of relevant
firms in the marketplace, pricing data, our survey-based
consumer tracking panel, and digital content purchases
collected from our data providers
[1] http://store.steampowered.com/hwsurvey/And it sort of bums me out because it feels a bit...lazy? short-sighted? FPS in the way we think of them now were uniquely suited to a flat screen in front of us. They offer a sense of freedom of movement that is great in games. But trying to shoehorn that old approach into VR seems like missing the point.
I think the real trick (at least as demonstrated to me by the 100 or so games, applications, and demos I've tried on Rift over the past couple of years) is to find formats and conventions that are uniquely suited to the platform rather than trying to rehash and cram what's already a big seller into something that doesn't make you puke after an hour.
Kids are playing PokemonGo - which is AR.
If I could justify the expense, that is.