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UPDATE: Qualcomm Statement [reversed] Suggesting Quest 2 Sales Numbers

kevinw729
Level 15

kevinw729_0-1637145084021.png

 




https://usa-sciencenews.com/2021/11/16/metas-oculus-quest-2-has-shipped-10-million-units-according-t...

https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959
24 REPLIES 24

dburne
Level 15

There are a lot of flight and racing sim sales that VR had something to do with that would not necessarily be reflected in numbers anywhere.  Obviously enough to convince Microsoft/Asobo to add native VR support to the highly successful MSFS franchise. So I would say it is fairly substantial. It in fact drives quite a bit of native PC-VR sales, as well as some Quest.

Rift CV1| Rift S| Quest| Reverb G2| Index| Vive Pro 2

DaftnDirect
Volunteer Moderator
Volunteer Moderator

I think MS wouldn't have added VR support if the number of VR users hadn't been as high as they were at the time or projected to be. Quest ownership and MS decision to add VR were mutually dependent I'd say.

 

For me, FS2020 drove controller purchases and went some way to a decision to get a 43" monitor. You need the very top-end GPU to use VR for anything other than sight-seeing in FS2020, which is a lot of fun, but the number of people owning such cards means that sim's effect on VR has been good, but it could have been great.

 

Racing sims sure, most gamers can run them no problem with the minimum recommended PC specs that Oculus put out.

Intel 5820K OC@4Ghz, Titan X (Maxwell), 32GB Corsair Vengeance DDR4, ASRock X99 Taichi, Samsung 500Gb 960 Evo M.2, Corsair H100i v2 Cooler, Inateck KTU3FR-4P USB 3 card, Windows 10 Pro v21H1 (19043.1348)


@DaftnDirect wrote:

I think MS wouldn't have added VR support if the number of VR users hadn't been as high as they were at the time or projected to be. Quest ownership and MS decision to add VR were mutually dependent I'd say.

 


Considering how long Microsoft and Facebook have been collaborating - not just with VR, but also as Tech Companies with data sharing efforts, etc. - I would say that this is a reasonable conclusion.

DaftnDirect
Volunteer Moderator
Volunteer Moderator

Just an update on Medium... panic over, I think Oculus Medium must have stopped working with Air Link at the last update (v35), Adobe Medium is fine. I hadn't made the transition yet... still like me some Oculus   🙂

Intel 5820K OC@4Ghz, Titan X (Maxwell), 32GB Corsair Vengeance DDR4, ASRock X99 Taichi, Samsung 500Gb 960 Evo M.2, Corsair H100i v2 Cooler, Inateck KTU3FR-4P USB 3 card, Windows 10 Pro v21H1 (19043.1348)

> Racing sims sure, most gamers can run them no problem with the minimum recommended PC specs that Oculus put out.

 

Those who do not have sim sickness :))

Have not heard much talks on simsick lately. Is it solved in sims?

Heard a strange theory that our lower jaw is an.... accelerometer 😮

So if someone is simsick he could try to do something with it. Like make a vibrations to it or etc... Is there someone to make a research on if it is true? If it hangs loosely will it make more sim sickness or like that 😄

Motion sickness is not relegated to just flight or racing sims. If one is prone to motion sickness they will likely have it for a bit when first getting into VR. The vast majority become acclimated to it and have no problem after around a couple of weeks or so of on and off gaming. 

 

I can no longer drive an automobile and I get terrible motion sickness from riding in a car. But I got used to VR pretty quickly and it does not bother me at all any more. And I game in VR many hours every week, practically a daily basis.

Rift CV1| Rift S| Quest| Reverb G2| Index| Vive Pro 2

DaftnDirect
Volunteer Moderator
Volunteer Moderator

I think most people get used to motion sickness pretty quickly, there are no doubt exceptions and will have problems for longer, but yeah we don't hear about it so much.

I never really had an issue but there have been a couple times when something has just felt weird, I remember a particular sequence in the Apollo 11 experience when the viewpoint was moving in a non-linear way.

Another was when I first drove in a racing sim and it seemed real until hard breaking and expected there to be some g-force and there wasn't.

Intel 5820K OC@4Ghz, Titan X (Maxwell), 32GB Corsair Vengeance DDR4, ASRock X99 Taichi, Samsung 500Gb 960 Evo M.2, Corsair H100i v2 Cooler, Inateck KTU3FR-4P USB 3 card, Windows 10 Pro v21H1 (19043.1348)

kevinw729
Level 15
 

kevinw729_1-1637267246798.png

Major reversal on previous headline:

https://nwn.blogs.com/nwn/2021/11/oculus-quest-2-install-base-november-2021.html

kevinw729_2-1637267423578.png

 

https://vrawards.aixr.org/ "The Out-of-Home Immersive Entertainment Frontier: Expanding Interactive Boundaries in Leisure Facilities" https://www.amazon.co.uk/Out-Home-Immersive-Entertainment-Frontier/dp/1472426959


@kevinw729 wrote:

 

Major reversal on previous headline:

https://nwn.blogs.com/nwn/2021/11/oculus-quest-2-install-base-november-2021.html

 


 

No surprise. We have all been debating unit sales numbers (and the validity of their sources) since 2016 on this forum; this is just another day in the life of lol

snowdog
Level 15

User installed base is units sold, not shipped. Anyone with any sort of sense saw this as shipped figures, including those shipped to deal with the demand for Christmas. Once Black Friday, Cyber Monday, Christmas and New Year sales have happened there's no doubt in my mind that the 10m user installed base will be a thing early next year, maybe even after Christmas and Boxing Day.

"This you have to understand. There's only one way to hurt a man who's lost everything. Give him back something broken."

Thomas Covenant, Unbeliever