> Many big name adopters have abandoned their VR projects. Google recently halted sales of Daydream, its VR headset, admitting that "there just hasn't been the broad consumer or developer adoption we had hoped".
> Meanwhile, the BBC has announced it is ending the funding for its VR hub, less than two years after it was founded.
6DoF VR with tracked controllers (Quest, Valve Index) is a whole different beast, and actually seems to be gaining momentum lately.
If VR were such a hot market surely you would not see the Google Daydream news and Samsung killing off GearVR. You have to take in account all news, positive and negative, to get an actual view of how the market is doing. And also the investment. And investment in VR has been in the decline for a couple of years now after an initial peak.
And don't ignore how active the porn industry is in the VR space.
I don't own a VR headset and I don't intend to any time soon - it's too expensive and nothing looks enjoyable enough to justify the cost. But once enough big-name games like Alyx get released, gamers previously on the fence (like me) will start to purchase VR headsets, and VR will eventually become the new gaming platform that publishers wants to release on.
[1] https://store.steampowered.com/app/546560/HalfLife_Alyx/
I predict the opposite. It will sell a few headsets maybe (a peak), but that alone will not change the course of the technology at all in 2020. Plus, Half Life's popularity in 2020 has nothing to do with its popularity 20 years ago.
Some YouTube streamers that I watch did a big run of VR games over the past year or so, and without exception they were gimmicky experiences that would have been better with a more conventional setup. Of course needing the equivalent of a GTX 1080 is a big barrier too.
My prediction is that when and if this new Half-Life game comes out, there won't be enough of a user-base actually using VR gear to sustain it; I hope that they have planned for that case and will release it as a normal PC shooter as well.
I hope it's a lot more than 400 000 units (see https://qz.com/1739575/strong-oculus-quest-sales-boost-faceb...) because that's not a large number at all compared to all other gadgets sold at the same time.
Silly to compare it to literally the most prolific games console manufacturer ever.