Maybe the suggested trends are true, but I have several problems with that article.
1. The first graph doesn't show PS4 VR sales strictly - it shows Skyrim Bundle
Sales Rank. I don't like Skyrim - I'd never go for that bundle too.
2. Next is HTC Vive - which seems to go up in May and slightly down in June - but it starts at about 90 in March and finishes at about 97 in June. Not much variation - and we all know that the summer vacation means low VR sales. So I don't see any specific trend here at all - actually VIVE seems to be doing fine or at least seems stable.
3. Then comes Samsung Gear VR. Note that this chart must be only showing data from 2016 - it ends in "Nov" and the text only mentions the year 2016. So this chart does not belong with the other results, it seems like a far-fetched attempt be the author to support some trend that the author believes exists.
4. Finally there's Oculus Go - which are the results that worry me the most. Still new things often ride on an initial wave of curiosity, and will then slowly sink to a more stable level, maybe that's what we're seeing here.
Also note the chart that has been omitted by the author - the Rift chart
! Is the author hiding something that doesn't support the proposed trend?
So I just checked the latest Steam VR hardware survey results - today they are - July 11 2018:
And here they are April 30 2018 (I mailed the results to some friends back then, so therefore I have these results):
Oculus Rift 0.20%
HTC Vive 0.18%
Windows Mixed Reality 0.01%
Oculus Rift DK2 0.01%
Oculus Rift DK1 0.00%
Thus Rift has gone from 0.20% to 0.32% - that's a massive 60% increase in just 2 months!
HTC Vive went up from 0.18 to 0.31 - a massive 72% increase in just 2 months!
Windows MR also increased 5 times
from 0.01 to 0.05 - that's not bad either, right?
I do believe that Oculus Go and Gear VR may be poisoning the well - but I really don't see any decline in real VR adoption - if current Steam trends are continuing, Rift and Vive may reach 1% in 9 to 12 months, which would make these headsets about as popular as the GeForce GTX 1080 Ti
Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz boost, 11 Ghz ram); 16GB Corsair Vengeance LPX DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 960 Evo M.2 SSD + Toshiba P300 HD; Windows 10 OS; Oculus Rift CV1 - nearly always using super sampling 2.0.
"Ask not what VR can do for you – ask what you can do for VR"