09-30-2018 12:24 AM
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10-04-2018 03:53 AM
falken76 said:
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Isn't that terrible for a product that has been out for over 2 years? If I were a AAA vendor, I think VR would be like Financial Kryptonite to the company. Not even a million units to cater to? You'd have to reduce your budget to below $50,000. Screw exclusives, there's too low a demographic for that. You need to sell to all the HMDs in hopes of getting an actual ROI. I'm actually surprised we have any software at all to play with.
10-04-2018 03:59 AM
HTC - about 1.5 to 2 mill.
Oculus - about 2 mill
Sony - about 4 mill.
Microsoft - about 0.5 mill.
That would put us at about 8.5 mill VR users and close to 10 mill users. (Note that this is without GearVR.)
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10-04-2018 04:22 AM
kevinw729 said:
HTC - about 1.5 to 2 mill.
Oculus - about 2 mill
Sony - about 4 mill.
Microsoft - about 0.5 mill.
That would put us at about 8.5 mill VR users and close to 10 mill users. (Note that this is without GearVR.)
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Wow @RuneSR2 - you really think Oculus at about 2 mill???
Would we have not seen that reflected in sales - or would we not have seen OVR shouting from the tree-top they were at this point? Most conservative estimations place CV1 sales at 890,000 to 990,000.
Rumor that HTC was about to reveal their 2mil sales (rolling in China and West sales and all their DOE business), but not sure about the rest.
10-04-2018 07:19 AM
10-22-2018 10:17 AM
RuneSR2 said:
Reaching about 8.5 million PSVR and PCVR users may imply that we've finally reached some sort of critical mass making it worthwhile for devs to produce the amazing content, which is the fuel to increase VR adoption.
Oculus Rift CV1, Valve Index & PSVR2, Asus Strix OC RTX™ 3090, i9-10900K (5.3Ghz), 32GB 3200MHz, 16TB SSD
"Ask not what VR can do for you, but what you can do for VR"
10-22-2018 10:43 AM
LZoltowski said:
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Have a look at a few messages earlier on up on how he arrived at that.
10-22-2018 02:11 PM
10-22-2018 07:45 PM
10-22-2018 11:27 PM
10-22-2018 11:48 PM