But for VR? It is a niche, for sure, but I know a few people really enjoy it.
It can be a niche forever (like high end sound equipment) or it can grow into mainstream (like TV), I have no idea, but I doubt it will fade away.
But for VR? It is a niche, for sure, but I know a few people really enjoy it.
It can be a niche forever (like high end sound equipment) or it can grow into mainstream (like TV), I have no idea, but I doubt it will fade away.
Apparently Quest sales figures aren't public, but I see estimates that they sold a million units last year. Nintendo sold that many Switches last month. And the month before that. And the month before that. (And in December it was something like 5 million/month.)
However much niche users enjoy it, I have a hard time seeing how they'll sustain enough of a developer ecosystem to keep them entertained. High end sound equipment can draft off of every music player in the world for content. But good VR is very much VR-specific.
Valve, like a lot of other companies, hopes that VR will become a thing, so they're making a headset. Because they'd like to sell headsets, they took a major property and made a VR version. If they lose money on their VR version of Half Life, they're fine with that.
Some game makers will surely try VR versions as well. This could be a big wave, and they want to be ready, so it's ok to lose money. But if unit sales aren't there, they're not going to keep doing it. In which case, things could well end up just like every other attempt at VR going back to Nintendo's 1995 effort. Or like the various waves of 3D movies and TV, where everybody's really excited for a hot minute and then people stop caring.
I tried VR back then, and I tried VR now. It sounds like you haven't tried it now? I've seen people crying because they couldn't believe how crazy it was. Just give it a try!
I have tried it a number of times, including the current generation. https://news.ycombinator.com/item?id=23048814