How many minutes per day would you consider “heavy usage” given the current entertainment/gaming focus?
How many minutes per day would you consider “heavy usage” given the current entertainment/gaming focus?
This ties back to the price question: this currently costs noticeably more than console or even PC gaming, both of which are more social. A mainstream product needs to offer something you don’t get there to justify the extra money.
But I think you’ll find that your priors are quite a bit off at least in terms of “heavy usage” of VR though. Without any snark, I highly suggest talking to people who work in the industry if you’re curious.
Note that a new Quest 2 costs $400 with the price hike (previously $300, and sometimes as low as $250 when on sale). Compare that to $500 for a PS5 or Xbox Series X. I don’t think it’s correct to say that VR “costs noticeably more” or doesn’t have something extra to offer; don’t discount the novelty factor of VR to move sales.
The Quest 2 is reasonably priced, yes, but every review mentioned drawbacks (often due to Facebook rather than the concept) so the question of satisfaction per dollar is still pertinent. The people I know who are VR fans all use PCs which is where my cost priors come from - high-end gaming system rather than console level - but hopefully that’s shifting. I was definitely expecting this to be more noticeably popular by 2023.