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Got to try Oculus GO - Thoughts

135

Comments

  • ZenbaneZenbane Posts: 15,017 Valuable Player
    edited February 2018
    Atmos73 said:
    Its the same people who buy mobiles who will be buying VR headsets theres no getting around it. There isn't some mystical uncharted market place specifically for VR people. Who's going to be so untech savvy not to own a mobile suddenly say hey VR is for me?

    Once again you ignore facts. GO is ideal for people who do in fact own a mobile phone, like an iPhone, that does not power the Gear VR.

    You have been told this many, many times since GO was announced. But you keep pretending that GO is for people who dont have phones. You seem to think that Gear VR can be powered by any and every phone. That is the only way that your arguments make sense. But Gear VR can't be powered by any phone, only specific phones. None of which are the "billions" of iPhones that is currently in consumer hands worldwide.

    But you will continue to ignore this even now, because to acknowledge the truth about Gear VR's phone limitations will hurt your argument and overall intent.
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  • ZenbaneZenbane Posts: 15,017 Valuable Player
    edited February 2018
    Atmos73 said:
    You are not telling me anything, you are sharing your opinion. You don't have sales data from Oculus on Rift sales, you don't have sales figures on Oculus software sales. So you can tell me your opinion over and over and over but theres no facts there I need to agree with.

    It's a fact that people own iPhones.

    It's a fact that iPhones do not currently power the Gear VR.

    It is a fact that you spent 2016 and parts of 2017 predicting Oculus would lose ground to HTC.

    It is a fact that you are now, in 2018, changing your tune to say that it wasn't HTC that was going to challenge Oculus, but Samsung, Sony, and Apple.

    Yet is a fact that Samsung maintains an ongoing relationship with Facebook-Oculus.

    It is a fact that Apple does not yet have a VR Hardware product on the market.

    It is a fact that you publicly state very strong anti-Oculus predictions based on ideas that completely ignore facts.
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  • ZenbaneZenbane Posts: 15,017 Valuable Player
    edited February 2018
    Atmos73 said:
    No because OpenVR was always about multiple HMD manufactueres while Oculus was always about the closed ECO system. After 2 years nothing has changed. HTC is a HMD manufcturer on the SteamVR platform as is Rift and now all those WMR headsets. GabeN moves the goalposts every time a new HMD manufacturer joins in like Pimax in 2018. Choice is the goalpost and the GabeN goal is getting wider and wider while the Oculus goal is still waiting for Samsung to throw the ball before it walks off the pitch.

    This in no way addresses the fact that you spent 1.5 years saying that HTC would challenge Oculus in a way that leads to Oculus' demise, and now you are retracting that statement entirely.

    That is how you moved the Goal Post. Whatever you just typed was completely out of left field (and full of errors that I won't bother correcting).
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  • firagabirdfiragabird Posts: 168
    Art3mis
    edited February 2018
    jayhawk said:
    I still think Google is nuts for sticking with phone based VR.
    They're not; they've got a whole line of Daydream Standalone headsets coming out, starting with the ~$400 Lenovo Mirage Solo with 6dof headset (but same 3dof controller).
    S7 Exynos Nougat. 2017 Gear VR. Public test channel.
  • kevinw729kevinw729 Posts: 5,055 Valuable Player
    Morgrum said:
    ( look around )
    Nope didnt miss anything same old same old.
    Yeah! Shame really.
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  • MradrMradr Posts: 3,617 Valuable Player
    edited February 2018
    Mradr said:
    32GB of storage is actually quite a bit really for mobile games.
    A number of the better games on the platform come in at between 500MB and 1GB in size.  A few of them are even pushing 1.5GB.  But games aren't the issue.  Both the Gear VR and Go are about more than just games. 
     
    Let's say that you want to download some of the better quality immersive media content, such as that produced by Felix & Paul Studios.  Some of their stuff clocks in at several Gigabytes (Miyubi for example is 6GB).  You can easily hit 20GB or so with this sort of thing alone. 
     
    Or let's say you want to download all the Metaverse content in the ORBX Media Player.  It's some of the most visually impressive content available on any VR platform and it's great to keep it instantly available.  That's another 6-8GB or so. 
     
    There are plenty of video content distribution platforms as well, where the best experience is achieved by downloading instead of streaming.  Add more Gigabytes. 
     
    And I'm just getting started.  I don't even want to tell you how much space I am using for VR content on my S8.  And I'm not an app/content hoarder.  Far from it.  I just want to have all the best content there, ready to go.  That's all.  It's trivially easy to blow out beyond 32GB if that's your goal. 
     
    All this is to say that if I want to properly enjoy the Go the 32GB version is totally out of the question.  Even the 64GB version will force me into different content storage/acquisition habits that I'd rather not be forced into.  But it will be a whole lot more manageable.
    Those are not games. They are experiences and unfortunately means they won't be kept over a given time. Experiences have a really high turnover rate once they are played a few times and or shown to a few buddies. With a download world we live in - it's not that really hard to redownload those apps again as well if you want to show off those experiences in the future as well. Otherwise, they just sit there taking up space for no reason. If you are showing it off that many times - then might want to think about getting maybe more OGO anyways to split up the experiences for more people to view at once anyways.

    Really - that's all I have to say - unless there is a reason you can't redownload the content (a good reason) then this point is really not a full on problem other than people just downloading things and keeping them over a given amount of time. It's no different than people filling up a 1TB drive with games on the PC. They don't play them all - but they do keep them for unknown reasons when they can just clear that space and redownload from Stream again later.

    Granted - that is you and you are a customer that has a need for more storage - but at the same time - is mobile really the better options in this case for your use case? Wouldn't going Oculus VR and having full access to a larger amount of storage be better? Even the SC would be a better option depending on what they are going to add to it. Mobile already has problems with storage as it is. This isn't because storage cost a lot - but because - you need to increase the amount of RAM that is usable per amount of storage to help keep that from hitting the disk as much. So in this use case - the more that the dev adds to the experience the more they actually need from the hardware it self in general. If you look at it like this - then you can understand that 32, 64, and 128 are pretty much the sizes that 4GB of ram will be able to really deal with without running into other problems such as CPU/GPU usage for things datasets that require larger amount of resources in the first place to process.

    Not digging on any one here that wants more storage - but more storage comes at a price of real hardware limits that need to be accounted for as well. Otherwise - it's better to clean the room and move things inside that room as needed when you need it than it is to fill it up and complain that the room is too small. Instead, buy a bigger house and have more rooms to fill more things and do other functions with. Aka, you wouldn't make your one room the bathroom, living room, your bedroom, and kitchen would you? No (well I hope no...) you buy a bigger house that has multi rooms for those functions.

    So no, I think your use case is just in the wrong spot here. I think if you are downloading that many things then you need to look at a different options just in general. For the person that wants to stream a movie, play a few games, and not have to go out and buy a large phone/big bill - OGO is a great option even with it's short falls for now.

    No because OpenVR was always about multiple HMD manufactueres while Oculus was always about the closed ECO system. After 2 years nothing has changed. HTC is a HMD manufcturer on the SteamVR platform as is Rift and now all those WMR headsets. GabeN moves the goalposts every time a new HMD manufacturer joins in like Pimax in 2018. Choice is the goalpost and the GabeN goal is getting wider and wider while the Oculus goal is still waiting for Samsung to throw the ball before it walks off the pitch. 

    No offence - but you are pushing the goal line here... this is the first I have ever seen you say any of this. I mean it's true fact, but not something that was a real problem until here more recent. You are saying it like you been saying it for a while. Right now, WMR still has a ton of problems. It's not like it came out swinging and better and across multi platforms yet. GabeN doesn't move the goal line though - it was clear at the start - soo many of us said - Steam is just a storefront. Their goal is to sell software. Really this is just a pointless comparing if you ask me.


    If you really want to compare though, we need to look at what Oculus does have for the store front and one thing they do have is CROSS PLATFORM. With the release of GR and OGO - they now have enter in a place that Steam has no control over and is a totally new front tire that allows Oculus multi source income. Even if you compare that to WMR storefront access- that is a whole market that those devices can't access. If you look at it like that - then you see they are actually a head of both Steam and WMR. Taking this one set more - you will notice that the hardware they are selling or going sell matches and offers a option for anyone that wants a choice of the hardware they will want to access VR on. That is already far head of WMR and Vive is offering as well. Meaning if you want to play on the PC and have some cash to burn or want the best eye candy you can get? go CV1/2 - want to play on the go though? Pick up a OGO or SC device. - Don't have a lot of money, but still want to play in VR or use VR? Pick up a OGO and start watching movies in VR or play some basic games while you wait for the wife to get ready today!

  • ZenbaneZenbane Posts: 15,017 Valuable Player
    edited February 2018
    Mradr said:
    Colonel_Izzi said:
    A number of the better games on the platform come in at between 500MB and 1GB in size.  A few of them are even pushing 1.5GB.
    Those are not games. They are experiences and unfortunately means they won't be kept over a given time.

    Izzi is right when he talks about the file size of many Games (not Experiences). Here are some that I pulled from my own library as examples:

    1. Please Don't Touch Anything: 388MB
    2. Attack of the Bugs: 400MB
    3. Blaze Rush: 500MB
    4. Witchblood: 730MB
    5. Darknet: 870MB
    6. Into the Dead: 930MB


    1. Eve Gunjack: 1GB
    2. Defense Grid 2: 1.25GB
    3. Neverout: 1.25GB
    4. Dead Secret: 1.5GB

    And these are files for the Rift. The file sizes made for GearVR titles are smaller. Oculus GO will have plenty with either 32GB or 64GB for the type of consumer that would want a self-contained mobile VR headset to begin with. At $200 it is hard to beat. And if someone decides they want more... they can spend an extra $150 to get a Rift.
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  • pyroth309pyroth309 Posts: 1,639 Valuable Player
    Really - that's all I have to say - unless there is a reason you can't redownload the content (a good reason) then this point is really not a full on problem other than people just downloading things and keeping them over a given amount of time. It's no different than people filling up a 1TB drive with games on the PC. They don't play them all - but they do keep them for unknown reasons when they can just clear that space and redownload from Stream again later.

    I have a good reason! I live 0.25 miles away from having good internet. Instead of 225 megabit like some of my family has down the street...I'm restricted to 12 megabit in 2018 still because I live under a quarter mile from the "Good" cable monopoly and have to settle for this crap. Could be worse though, at least my connection is stable for gaming. That said, I fall into that category where I have enormous amounts of games downloaded at any given time. When the time comes that I want to play one, I only have to move it back to my SSD (It's 1tb and i have issues keeping enough freespace on it) instead of having to download it again for 12 hours. So for people like me, I hope there's a good portable storage solution with it. It's named the "GO" after all. 

  • MradrMradr Posts: 3,617 Valuable Player
    edited February 2018
    Zenbane said:
    And these are files for the Rift. The file sizes made for GearVR titles are smaller. Oculus GO will have plenty with either 32GB or 64GB for the type of consumer that would want a self-contained mobile VR headset to begin with. At $200 it is hard to beat. And if someone decides they want more... they can spend an extra $150 to get a Rift.
    Even still that is 32GB x 1024 = 32768 / 750 (more than 500MB but less than the full 1GB) = 40 games
    32GB x 1024 = 32768 / 1024 = 30 games
    32GB x 1024 = 32768 / 1536 = 20 games
    32GB x 1024 = 32768 / 2048 = 15 games
    32GB x 1024 = 32768 / 2560 = 10 games
    After that - I never seen a mobile game really be over 2GB of storage. I mean they are out there don't get me wrong, but most mobile apps fall short of 2GB. Even then - most people play between 2-3 different games at any one time because they are design to keep you playing for more benefits with in that software. Unless you are switching between a lot of different things - I really don't see many people needing more than the 64GB device for something that is ONLY going to be limited to games and experiences. Not saying he is wrong - but I believe you are better off switching to a different platforum really if that is not going to be enough storage for a given amount of hardware that is going to run that app. Mobile apps are design with not that much going on. Meaning you can really save up on the space as you won't be able to load that many assets onto the screen in the first place. Textures don't really need to be high quality either as again - it won't support past a given pixel count either way. Aka, having a 4k texture would be simply silly with in a OGO while a 4k texture would be perfectly fine in CV1 platforum as it can be scale up or down on more powerful hardware.

    pyroth309 said:
    Really - that's all I have to say - unless there is a reason you can't redownload the content (a good reason) then this point is really not a full on problem other than people just downloading things and keeping them over a given amount of time. It's no different than people filling up a 1TB drive with games on the PC. They don't play them all - but they do keep them for unknown reasons when they can just clear that space and redownload from Stream again later.

    I have a good reason! I live 0.25 miles away from having good internet. Instead of 225 megabit like some of my family has down the street...I'm restricted to 12 megabit in 2018 still because I live under a quarter mile from the "Good" cable monopoly and have to settle for this crap. Could be worse though, at least my connection is stable for gaming. That said, I fall into that category where I have enormous amounts of games downloaded at any given time. When the time comes that I want to play one, I only have to move it back to my SSD (It's 1tb and i have issues keeping enough freespace on it) instead of having to download it again for 12 hours. So for people like me, I hope there's a good portable storage solution with it. It's named the "GO" after all. 

    What games are redownloading/playing with in that library? I see a lot of people make that comment - then you look at the steam store play count and it is less than top 10 games (they have 100) - the rest never see the light of day again. Also take in the account that a mobile APP is going to be smaller in general than a PC game. Most PC games are 50 to 100 times larger than what a mobile app will have.

    I will say people with connection problems/limits might not like it - but at the same time - You are running into other problems really than a storage problem. 1MB will take a while to download that many games/software and by the time you play them to complete - you will just keep them in your drive and never play them again? What is the point. Clear that crap off and download something else anyways.
  • ZenbaneZenbane Posts: 15,017 Valuable Player
    Mradr said:
    Zenbane said:
    And these are files for the Rift. The file sizes made for GearVR titles are smaller. Oculus GO will have plenty with either 32GB or 64GB for the type of consumer that would want a self-contained mobile VR headset to begin with. At $200 it is hard to beat. And if someone decides they want more... they can spend an extra $150 to get a Rift.
    Even still that is 32GB x 1024 = 32768 / 750 (more than 500MB but less than the full 1GB) = 40 games
    32GB x 1024 = 32768 / 1024 = 30 games
    32GB x 1024 = 32768 / 1536 = 20 games
    32GB x 1024 = 32768 / 2048 = 15 games
    32GB x 1024 = 32768 / 2560 = 10 games
    After that - I never seen a mobile game really be over 2GB of storage.

    You are not really describing a problem at all. We can use one of your previous arguments to emphasize the point, "they won't be kept over a given time."

    People can and will  uninstall games once they have been played out. This makes room for more games. I already uninstall games for my Rift that have run their course, and I do it just for general cleanup.

    The fact is that you denied games are under 1 or 2GB, and that was proven wrong. Now you're trying to switch the argument to something about quantity at any given time, which isn't a real problem by your own admission.
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  • pyroth309pyroth309 Posts: 1,639 Valuable Player
    Yea, I'm pretty sure the 64 gig option will be sufficient for what I want to do with the Go. As long as i can get files on it over my wifi or through a PC/USB, i'll be content.  
  • MradrMradr Posts: 3,617 Valuable Player
    edited February 2018
    Zenbane said:
    Mradr said:
    Zenbane said:
    And these are files for the Rift. The file sizes made for GearVR titles are smaller. Oculus GO will have plenty with either 32GB or 64GB for the type of consumer that would want a self-contained mobile VR headset to begin with. At $200 it is hard to beat. And if someone decides they want more... they can spend an extra $150 to get a Rift.
    Even still that is 32GB x 1024 = 32768 / 750 (more than 500MB but less than the full 1GB) = 40 games
    32GB x 1024 = 32768 / 1024 = 30 games
    32GB x 1024 = 32768 / 1536 = 20 games
    32GB x 1024 = 32768 / 2048 = 15 games
    32GB x 1024 = 32768 / 2560 = 10 games
    After that - I never seen a mobile game really be over 2GB of storage.

    You are not really describing a problem at all. We can use one of your previous arguments to emphasize the point, "they won't be kept over a given time."

    People can and will  uninstall games once they have been played out. This makes room for more games. I already uninstall games for my Rift that have run their course, and I do it just for general cleanup.

    The fact is that you denied games are under 1 or 2GB, and that was proven wrong. Now you're trying to switch the argument to something about quantity at any given time, which isn't a real problem by your own admission.

    What do you mean? The post I quote first said that wouldn't allow more than a few games. I just show numbers of the following base off the fact that of size and turnover rates over a given amount of games a user might play at once. That of witch you have quotes is not a problem but a fact that it should give plenty of space in the first place. "Izzi is right when he talks about the file size of many Games (not Experiences)". I think it's right. On average a games isn't bigger than 2GBs on a mobile platform. You gave numbers base off CV1/PC titles that are going to be larger than what an app would have in size because they would have more resources to use. So I am bit confused on what you mean I denied that games are under 1 or 2GB? The numbers goes up to 2.5GB for a game - witch is pretty large and still gives you access to about 10 games that you can play on just a 32GB mobile. That is awesome and again I think is plenty of space for most people. Some of the things Izzi was saying sounded/were Experiences meaning they have higher-than-normal turnover rates for most of the normal users that will be using OGO. I also pointed out that it might be better to switch platforms to like CV1 if that is what you want to do anyways as it would allow access to more storage and more resources in the first place. Is that wrong?

    Izzi said: All this is to say that if I want to properly enjoy the Go the 32GB version is totally out of the question.  Even the 64GB version will force me into different content storage/acquisition habits that I'd rather not be forced into.  But it will be a whole lot more manageable.

    Aka:
    1) 32GB is plenty of space for the average vr user for games/experience/apps.
    2) Apps are smaller in size, and most apps will keep in smaller sizes because of limits of what the hardware can handle making it kind of future proof over a few year life span.
    3) Devs that try and push past those storage limits will run into other problems such as CPU/GPU/RAM limits anyways if they try to put more in than needed for what the hardware can support.
    4) If you are looking for more storage there is the 64GB version, but even if that isn't enough - then you might look at another platform like SC or CV instead as there is more storage and or more resources to use.
    5) Apps will keep low in numbers because of turn over rates anyways as people try out experiences or find games they just don't like or play anymore.
    6) The scare of running out of space is silly because you can always redownload apps as needed while removing things you can live without for a few mins/don't use anymore either way. File sizes keeps the download short as a plus.
  • ZenbaneZenbane Posts: 15,017 Valuable Player

    Mradr said:
    Aka:
    1) 32GB is plenty of space for the average vr user for games/experience/apps.
    2) Apps are smaller in size, and most apps will keep in smaller sizes because of limits of what the hardware can handle making it kind of future proof over a few year life span.
    3) Devs that try and push past those storage limits will run into other problems such as CPU/GPU/RAM limits anyways if they try to put more in than needed.
    4) If you are looking for more storage there is the 64GB version, but even if that isn't enough - then you might look at another platform like SC or CV instead as there is more storage and or more resources to use.
    5) Apps will keep low in numbers because of turn over rates anyways as people try out experiences or find games they just don't like or play anymore.
    6) The scare of running out of space is silly because you can always redownload apps as needed while removing things you can live without for a few mins/don't use anymore either way. File sizes keeps the download short as a plus.

    I agree with all of that!

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  • Reverend_BrownReverend_Brown Posts: 26
    Brain Burst
    edited February 2018
    Mradr said:

    So no, I think your use case is just in the wrong spot here. !
    I stand by everything I said.  As such my original post will suffice as the bulk of my response here.
     
    The only thing I'd like to add is that I've been watching the Gear VR community for about 3 years.  I saw the shitstorm of complaints that rolled in about the 32GB version of the S6, and the 32GB version of the S7 before it was possible to move Oculus apps to the SD card (the 32GB version of the S7 was the only variant available in many parts of the world too so it's not as if people could choose to pay more for additional internal storage).  Sure, there's more storage-occupying bloat on a phone than there will be on the Go, but I believe I can nonetheless say with a good degree of certainty, based on my own experience and that of many others, that a lot of people who end up choosing the 32GB version of the Go are going to regret it.  Not because they wont be able to manage with that amount of storage.  They will.  People learn to function within the limitations they are faced with.  It's because it's simply nice to have more room to breath.  We are engaged in recreational activities here where the name of the game is maximizing enjoyment.  And I believe I am doing potential buyers a service by prompting them to consider all the common use cases that do in fact chew up storage space at an alarming rate.
  • Hiro_Protag0nistHiro_Protag0nist Posts: 4,960 Valuable Player
    Oh god no - 32GB is not enough.  Be prepared to do a lot of juggling.
  • MowTinMowTin Posts: 1,894 Valuable Player
    When you're in $200 land, you're in console territory. The GO is like a new console without a must have game. I predict it will totally flop like the Atari Jaguar. I don't think there is much of a casual VR market. 
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  • snowdogsnowdog Posts: 7,371 Valuable Player
    MowTin said:
    When you're in $200 land, you're in console territory. The GO is like a new console without a must have game. I predict it will totally flop like the Atari Jaguar. I don't think there is much of a casual VR market. 

    I strongly suspect that Ocuus will launch with bundled games exclusive to the Oculus Go Store.
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  • ZenbaneZenbane Posts: 15,017 Valuable Player
    MowTin said:
    When you're in $200 land, you're in console territory. The GO is like a new console without a must have game. I predict it will totally flop like the Atari Jaguar. I don't think there is much of a casual VR market. 

    So the 5+ million people with a Gear VR don't count as the "casual" market for you? What about the 10+ million who bought a Cardboard VR headset?

    You can predict a flop if you like, but your prediction isn't based on real-world numbers. How confident are you about your prediction? Are you willing to toxx?
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  • MowTinMowTin Posts: 1,894 Valuable Player
    snowdog said:
    MowTin said:
    When you're in $200 land, you're in console territory. The GO is like a new console without a must have game. I predict it will totally flop like the Atari Jaguar. I don't think there is much of a casual VR market. 

    I strongly suspect that Ocuus will launch with bundled games exclusive to the Oculus Go Store.
    Well, it's hard to predict consumer behavior. But I think you need one game that will motivate people to buy a Go like Super Mario did for the NES. 
    i7 6700k 2080ti   Rift-S, Index
  • ZenbaneZenbane Posts: 15,017 Valuable Player
    edited February 2018
    MowTin said:
    Well, it's hard to predict consumer behavior.

    It's not that hard once consumers are behaving in a way that can be observed globally. There are classes that teach this stuff:
    https://www.consumerpsychologist.com/
    https://www.google.com/search?q=how+to+examine+consumer+behavior

    Consumers pretty much make predicting their behavior immensely easy thanks to: Instagram, Twitter, and Facebook.


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  • MowTinMowTin Posts: 1,894 Valuable Player
    Zenbane said:
    MowTin said:
    Well, it's hard to predict consumer behavior.

    It's not that hard once consumers are behaving in a way that can be observed globally. There are classes that teach this stuff:
    https://www.consumerpsychologist.com/
    https://www.google.com/search?q=how+to+examine+consumer+behavior

    Consumers pretty much make predicting their behavior immensely easy thanks to: Instagram, Twitter, and Facebook.


    Ok, how many units will the GO sell?
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  • kevinw729kevinw729 Posts: 5,055 Valuable Player
    I am always interested with those that fixate on the claimed number of GearVR's in operation - against the reality of the number of units that were dispatched*.

    I know in our sector we have a shed-load of GVR's that were purchased as ride headsets, many as replacement models, never being actually used as consumer VR systems - but obviously their number appears on the overall 5million+ claim!



    Always wondered why OVR just goes and reveals how many users (active) they have on the GVR storefront?

    * = Samsung gave a number away, and a number of units were shipped under new phone contracts, so to use the word "sold" is specious.
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  • nalex66nalex66 Posts: 5,262 Volunteer Moderator
    Atmos73 said:
    I would say a dedicated headset will sell less than GearVR and less than Daydream simply because the benefit of GO does not outweigh the price difference. You have to find a person who doesn’t own a mobile phone or viewer but interested in VR enough to jump straight in. They don’t exist.

    Things might improve when Santa Cruz is £200 in 5 years time. 
    You keep repeating this strange idea that only someone who doesn't own a mobile phone would be interested in GO. I have an iPhone, but I have no interest in stuffing it into a (non-existent) phone holder to experience mobile VR. Personally, I would much rather have a dedicated device for VR that is separate from my phone.
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  • ZenbaneZenbane Posts: 15,017 Valuable Player
    MowTin said:
    Ok, how many units will the GO sell?

    Lets see, I'll do some super rough math here to make my guess:
    • 55 million Galaxy S7 phones have been sold
    • 5 million Gear VR units have been sold total (2016, 2017, 2018 combined)
    • Based on these estimates, 10% of Galaxy S7 users will buy a Gear VR
    • 216 million iPhones were sold in 2017
    • 10% of 216 million is about 21.5 million
    Additional factors:
    1. Gear VR is powered by more than the Galaxy S7
    2. These are just estimates, combining single year with multi-year.
    3. This does not account for returns, defects, etc.

    I would say that in 2018 around 4.5 million GO units will be sold. Assuming they release no later than March 31st.

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  • Reverend_BrownReverend_Brown Posts: 26
    Brain Burst
    edited February 2018
    The Go isn't a gaming console, so this isn't all about games anyway.  It's a general entertainment device, and will increasingly become a device that facilitates meaningful social interaction as well.  My prediction is that there will be factors that drive adoption to a significant degree that have little or nothing to do with gaming (this is already true of the Gear VR platform even at this early stage in the development of its social/communication features).


  • kevinw729kevinw729 Posts: 5,055 Valuable Player
    The number of OGO's that will be sold as 'VR demonstration' platforms will be huge, and I think will surprise the VR community. It will defiantly force HTC to reconsider launching their Focus in the West, and I would not be surprised if Samsung dusts off the scrapped concept for a non-phone-GVR and releases it!

    Sadly, this was all foretold back in 2014 with the GAMEFACE! Wonder where those lads are now?
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  • YoLolo69YoLolo69 Posts: 1,117
    Wintermute
    I exist..Well, I though I existed. I have a phone, Honor 8, not compatible regrettably with GearVR. I have a Rift and I use it a lot for gaming (hardcore/sim/casual/etc.), and also to watch tons of movies, and the Go is a definitive must have for me for when I just want to watch a movie and I don't care positional tracking, want a better resolution and image clarity, and mainly because I really don't want to put my phone inside a device and plug earphones and turn Bluetooth on with a remote I'll bought separately and put all that on my head just to have my mom calling my cell (I tested this, give-up after few times).

    I want a dedicated All in One near my bed to put straight on my head and enjoy. I tested the GearVR ready to use thanks to a friend and I enjoyed the ecosystem, games and app. But I don't want to be tided to a specific phone into a specific device, and my Honor 8 is My Precious.

    OGO is for me, and as soon as I have the money and it's released, I'll have it for sure.


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  • ZenbaneZenbane Posts: 15,017 Valuable Player
    edited February 2018
    Oculus GO is a consumer product, not a commercial product. If the VR demonstration platforms want to take advantage of these advances with "in home VR entertainment" then that's a good thing. But they should be more humble about it considering that they are in fact piggy backing off of the success of many "lads."
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