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VR 2016 Report Card

VR may not have shattered sales expectations, but 2016 proved that it is much more than just a gimmick.

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There was a lot of hype for virtual reality heading into 2016, with some billing it as the “year of VR.” Analysts predicted last year that there would be 11 million VR users by the end of 2016. While VR manufacturers are keeping sales numbers close to their chests, recent sales estimates are more conservative. Regardless, 2016 was still a monumental year for the medium that delivered some amazing VR experiences. We saw the release of three major headsets: the Oculus Rift, HTC Vive, and PlayStation VR. Let’s look back at all the highlights (and lowlights).

Oculus Has a Rocky Start, but Finishes Strong

The Rift successfully funded its Kickstarter goal all the way back in 2012, but the consumer version of the head-mounted display (HMD) didn’t release until March 28, 2016. Regardless, it was still the first high-end VR gaming headset to launch.

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While there was a lot of hype leading into the Rift’s release, it hit a major bump in the road in January when Oculus revealed that the HMD would retail for $599. This disappointed many people who thought it would retail for much lower after company founder Palmer Luckey asserted that it would be in the ballpark of $350. To make matters worse, Oculus unexpectedly encountered a component shortage, which caused multi-month shipment delays at launch, even for those who preordered the device.

The Rift hit a major bump in the road in January when Oculus revealed that the HMD would retail for $599.

The company also drew more criticism after Luckey initially asserted that Oculus would allow people to purchase Rift games and mod them to work on the Vive, but reneged on that when modder CrossVR created the ReVive app, which allowed users to do just that. After continued criticism, Oculus removed its DRM measures to block ReVive.

The company also drew the ire of the PC community when it garnered multiple exclusive games, which made many feel like Oculus was instigating a new console-like war. Some of these high-profile games included Damaged Core, Edge of Nowhere, and Chronos. Oculus contended that these high-quality experiences wouldn’t have existed had the company not invested in them.

While Oculus had a rough start, the company improved its situation toward the tail end of the year. Facebook CEO Mark Zuckerberg acknowledged that the Rift had a tumultuous launch at the company’s third annual Oculus Connect event in October, but remained steadfast in his commitment to Oculus’ efforts and announced that Facebook, who owns Oculus, would invest an additional $250 million into the platform. At Connect, Oculus also introduced asynchronous spacewarp, which is a rendering shortcut that lowered the Rift’s hardware requirements. With it, a sub-$500 PC could run the HMD.

Mark Zuckerberg acknowledged that the Rift had a tumultuous launch at the company’s third annual Oculus Connect event in October, but remained steadfast in his commitment to Oculus’ efforts.

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While the Rift lacked motion-tracked controllers at launch, it solved that issue when it released Oculus Touch on December 6th. Oculus Touch wasn’t cheap at $199, but the controllers not only got your hands into VR, but they’re also arguably the best VR controllers on the market. Touch also included a secondary sensor, which increased the Rift’s tracking field of view. Unlike controllers from Vive and PlayStation VR, they allow you to point and give the thumbs-up motion. These gestures did a good job enhancing cooperative experiences. Touch’s launch lineup was also incredibly strong, with standouts that include The Unspoken, I Expect You to Die, Medium, and Superhot VR.

The HTC Vive Delivers the Most Holodeck-like Experience

The HTC Vive released hot on the heels of the Rift on April 5, 2016. At $800, it was the more expensive VR system, but it provided room-scale experiences right out of the box with its intricate lighthouse system and motion-tracked controllers. At launch, Valve also released The Lab, which was a free mini-game compilation that showcased fun and innovative room-scale experiences. Coupled with other launch games like Job Simulator, Space Pirate Trainer, and Fantastic Contraptions, Vive opened our eyes to what VR could do.

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While there was a lot of shovelware on the platform, there were several diamonds in the rough. Despite Vive’s relatively small user base, shooter Raw Data became one of the best-selling games on Steam as well as the first VR game to surpass the $1 million sales milestone. Rec Room proved that VR could be a fun, social platform. Horror game A Chair in a Room tossed you into a virtual psych ward and played with your perceptions of reality in a way that only VR could.

Vive opened our eyes to what VR could do.

Vive also opened up a wealth of excellent non-VR tools and experiences, such as Tilt Brush, La Peri, and Google Earth VR. Google Earth VR is a notable standout. Designed by Google, the VR app allowed users to fly around the earth in a 3D photogrammetry version of the planet.

Towards the tail end of the year, HTC released newer versions of Vive that integrated its three headset cables (HDMI, USB, and power) into one cord. This made Vive less cumbersome to use. Valve also teased a new VR controller prototype at its SteamDevDays event in October, which would allow you to physically grip and let go of the controllers to grab and drop in-game objects. Valve also revealed that a third of the company was working on VR, and said that its projects would not disappoint.

PlayStation VR Made Virtual Reality More Accessible to the Masses

PlayStation VR was the last major headset to launch when it released on October 13. Its tech may not be as sophisticated as the aforementioned headsets, but it was by far the most affordable HMD on our list, starting out at $399. It’s also arguably the most accessible VR system since it’s compatible with every PlayStation 4 console.

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Its tech was held back a bit by a singular PlayStation Camera, however. This meant its tracking wasn’t as all-encompassing as the aforementioned VR systems. On the brightside, PlayStation VR is easily the most comfortable HMD out of the bunch.

PSVR’s capabilities grew a bit in November when Sony released its PlayStation 4 Pro console. Developers could use the Pro’s extra processing power to bolster VR games. For instance, developer Impulse Gear’s VR shooter Farpoint will look better on the Pro.

While the PlayStation 4 isn’t as powerful as gaming PCs required to play the Rift and Vive, what the platform lacked in graphical prowess its games often made up in production values. With Sony at the helm, VR experiences like The London Heist, Shark Encounter, and games from other AAA publishers looked refreshingly beautiful compared to many of the low-budget early access VR games on Steam. Games like Thumper and Rez also showed that traditional games can not only work in VR, but can thrive and be more immersive in it.

While the PlayStation 4 isn’t as powerful as gaming PCs required to play the Rift and Vive, what the platform lacked in graphical prowess its games often made up in production values.

Even though PlayStation VR was the last VR headset out of the gate, it’s rumored to have sold the most units. GameStop VP of merchandising said that PSVR had exceeded the company’s early expectations.

Other Matters, in Brief

  • Oculus showed off its wireless VR headset. Codenamed “Santa Cruz,” the HMD will use four external cameras on the front of the headset for inside-out positional tracking.

  • Gear VR failed to make a meaningful impact. Oculus CTO John Carmack said that mobile VR has been coasting on novelty.

  • Google released its own mobile DayDream VR headset in October. Retailing for $80, DayDream is currently only compatible with the company’s Pixel phone.

  • HTC teased an add-on for the Vive, which would allow you to use the HMD wirelessly.

Verdict

2016 may not have been “the year of VR” as many analyst had predicted, but it did enough to show that it’s more than just a gimmick. It’s important to remember that smartphones, which are now a pervasive part of our culture, took several years to hit critical mass. Similarly, Mark Zuckerberg claimed that it could take 10 years for virtual reality to reach mass market adoption.

While there was no singular killer must-have VR game, there were glimpses of greatness from all the major VR platforms. 2016 proved that VR can deliver unique and innovative experiences that no other medium can offer.

The GoodThe Bad
– The Vive introduced a totally new way to play games with its room-scale mechanic.– All of the VR headsets are wired.
– Oculus had a strong Touch launch lineup.– There was no killer VR-seller game.
– PlayStation VR made virtual reality relatively affordable for the masses.– VR is still prohibitively expensive for many.

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TruSake

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Problem is that is just too expensive. And on top of that there really isn't many games worth of VR... probably none right now to be honest... unless you count porn, now that's worth it :P

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Elem3nt

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Release some full length games for PSVR, it's a great little unit, tons of wow moments. That said it mostly just gathers dust since I bought it waiting for a game worth investing time into. Yeah there's resident evil, but that game gives me chest pains, so I can't really enjoy it for more than 10 minutes at a time. Where's the skyrim'esque rpg's?

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tayhuck

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Gamespot got it all wrong. 1995 was clearly the year of VR:

https://en.wikipedia.org/wiki/Virtual_Boy

MarioVR-FTW

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haydnfan999

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Edited By haydnfan999

I tried PS VR. I had to return it fairly quickly. I suffered from terrible motion sickness. There are many like me. I don't see how any kind of device could catch on that (a) costs hundreds of dollars, (b) lacks a great game, (c) has a 50/50 chance of making you violently ill, (d) requires a special case or closet to not damage the lenses by exposure to direct sunlight, (e) triggers out of range errors in the most common seating distances (my couch is only 8 feet from the tv for crying out loud!), and (f) fogs up if you don't let it warm up for some time before use.

Whether Gamespot will recognize these issues or not, it's clear that game developers have to develop games that don't utilize motion (so that they capture the largest audience possible) and play to the strengths of being able to interact with a 3d environment. I think the Arkham VR game came closest out of the ones I played. I think that unless they are very clever with this, the games can end up feeling dull and sterile. The over abundant enthusiasm for VR in this article and the Lobby video is not tempered by the many draw backs. It makes me realize that the people at Gamespot are overly excited about the tech and they were not able to distance themselves and see the big picture.

The article ends by comparing to cell phones which is just stupid. Absolutely stupid. Cell phones provide a utility allowing us to do very practical things on the go. VR on the other hand is strictly a luxury, and provides no practical utility. Slow adoption doesn't necessarily mean a failure, which I think was their point. But if you're going to make an analogy make it to another luxury item. Like an hdtv. HDTV adoption was VERY SLOW, but now we're at the point where nearly every one has one. Unlike Gamespot though, I don't see such a widespread adoption of the tech for gamers due to cost, lack of good games, motion sickness, and even lack of room.

If it were my report card I would say decent start, but ALONG WAY TO GO. Earning a C.

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IJONOI

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Loving my Rift. It's absolutely brilliant. Where as it mostly a gaming platform you have to consider the other possibilities too.

The potential social aspect, the way it can be used for teaching and seeing things that you normally wouldn't be able too.

Can't afford to go see the Vatican? No worries heres a virtual tour.

The short horror demos on the system are brilliant and incredibly creepy.

Quill the art App is a masterpiece. It's comes pre loaded with some incredible artwork that you can move in and around in complete 3D.

Production value on the games will come and we've seen it slightly with the Climb, Chronos and Edge of Nowhere. Which are all awesome.

But even the smaller games are just 10x more fun because of what you can do. I expect you to die, space trainer, super hot VR. They're all just an absolute riot especially with some friends round. Although I admit a bit pricey given how short they are.

Here to stay IMO.

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mane_basic

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@IJONOI: I have to agree with you there is so much to vr that we haven't even think of yet. as for games the first set of games was focus on those who got sick so those games felt limiting which I feel held vr back in it's first yr. now with 3rd gen games in development and devs are encourage to not let that be as big a focus which is freeing them up start push what they can do in vr I think we are going to finally the kind of games we have been thinkingwe woud be play by now. also with oculus raising the budget on their up coming games we should see some bigger titles coming

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IanNottinghamX

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Edited By IanNottinghamX

Why don't gaming journalists, gaming demagogues etc just be honest about VR. Its a ZOMBIE Gimmick(I should trademark that). The Wii was gimmicky but at least with the Wii it was made with the idea of games driving the ideas. VR is a concept that possibly MIGHT have competent games on it. And that ......THATIS NOT I REPEAT IS NOT WORTH $899,699,599, or even 399 in such a piss poor economy.Another thing. Who has the room space with no furniture etc to facilitate this shit?

I'm tired of the idiots who say "oh,the games are coming!"........yyyyyyea ok. PSVR at least is a bit more practical about its approach(affordability and actual games being made for it.). I don't think however the games overall are going to be anything BUT shovel ware until it games dedicated to the technology are fully and thoughtfully made. At this time.. I DO NOT SEE THAT HAPPENING ANYTIME SOON.

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XDeathClawX

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Edited By XDeathClawX

@IanNottinghamX: Well, it's only been one year, bub, that's why folks keep saying the games are coming.

The XONE and PS4 year 1 games looked unappealing and not worth it.

Don't expect launch games to grab your attention especially on new tech.

However, Fallout 4 is getting the full VR treatment allowing you to play the whole game in VR so wait n see wat happens then.

There is also Resident Evil 7 VR so wait til the end of 2017 to see what happens.

Then there is the amount fo money being poured into VR, might have broken 1 billion by now and it keeps coming.

So that's why folks keep saying the games are coming, after all, masterpieces don't take a year to make.

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IJONOI

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@IanNottinghamX: incorrect I'm afraid. I've got the touch controllers with the Oculus Rift and it's fantastic. I've got 6 games that are absolutely brilliant fun and some with good production values.

Been a gamer for years now and I just don't see how I can realistically go back to standard on screen games unless it's for standout titles.

I've got videos on my phone of friends rolling around on the floor trying to dodge slow motion bullets in Super Hot VR and ive almost fell over myself a couple of times playing The Climb. Don't knock til you've tried it.

And let's not forget there are videos and even mini series already that puts you right in the middle of what's going on.

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perphektxero

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I have the PSVR and am excited to see what happens with it next year. Right now, the lack of games and apps is not helping. Probably touched the VR once or twice in the last several weeks.

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mane_basic

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@perphektxero: give Arizona sunshine a try if u have move or aim I have it on rift it's one of the better vr games

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SimplyTheeBest

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2017 = Project Scorpio = Year of VR

MS, kicking ass and taking names!

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jumalan75

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@simplytheebest: = please Microsoft make Scorpio with tomorrows tech not yesterdays!

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SimplyTheeBest

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@jumalan75: Vega tech in Scorpio, polaris in pos4.2

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squand3r

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Considering that hundreds of thousands of Playstation players are now having a VR set right at home and experience it for the first time.... how can GS say that "2016 may not have been “the year of VR” ? Sony kicked the technology out of the niche and brought the device to the masses. Its like Nintendo with touch screen technology. Word-of-mouth everywhere, some truly great games and a boost for developers to deliver in the future.... if this isn't the year of VR then there will never be.

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Zerohournow

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@squand3r: there are infinitely more PCs out there than PS4s, by that logic the Vive and Rift are truly bringing VR to the masses. Just because something is available doesn't mean it has succeeded in becoming mainstream. Besides it is already being suggested that for a true VR experience on the Sony, you will need the pro for future software, so that kind of puts us right back at square one. The SonyVR is a beautifully designed tech, but it is always going to be limited both by its lack of room tracking and the power of the console driving it. And god help us if this starts another round of moronic fanboyism...

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edinko

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@zerohournow: SOnys VR is awfully blurry. The next one by all means. But this one is atrocious.I see a massive class action lawsuit in the future from people that used the PSVR and lost some sharpness to their vision because looking at a blurry mess,

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squand3r

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@zerohournow: thats absolutely true! The tech is appealing, the PC base installed but at the end of the day its the steep entry price that is imo holding people back to jump aboard. Sony managed to overcome this obstacle by offering a smooth package with an inferior hardware. The thing is, will consumer really ask for enhanced room tracking if their sole VR-experience is PSVR? I mean the move controller is basically working just fine. I think its the games and ongoing word-of-mouth that will define whether or not its becoming a future proof success. And hell yeah, plz no fanboyism anymore...

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perphektxero

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Edited By perphektxero

@squand3r: Bringing VR to more people does not equal "year of the VR." I have PSVR and I will say there is nothing out right now that makes me want to play it much. The "have to get" games are not here yet, and so far only a very select few seem to be somewhat close to that category. When Ace Combat comes out, I may change my story, but until then the best games for it right now are very short. The year of the VR will have those "must get" games and apps which will make more people want to buy one. It depends more on what it does, not what it can do but doesn't.

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squand3r

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@perphektxero: You totally have a point and I think there is not much to say against. think Sony managed something similar with Avatar and 3D: they brought new tech to the audience and kickstarted a trend that was prior solely available to gamers with high end PCs. So right now its all about the games and developers have to deliver soon. Lets hope for some awesome killer aps, I think Rez sets the right tone for what I see in the future.

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perphektxero

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Edited By perphektxero

@squand3r: I was hoping for better games until about 10 minutes ago. I found out Sony banned me from using online chat support (99.9% sure, the lady on the phone indicated that is most likely the case). I was pretty upset the last time over the quality of controllers (did not insult anyone or become hostile, but shared my displeasure with the quality and their policies in a direct manner) and some other policies. So, I think I am going to be selling my PS4, PSVR, and anything else Sony I have and cut ties with them permanently. Won't spend another dime on Sony products.

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SimplyTheeBest

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Edited By SimplyTheeBest

@squand3r: sony only has wannabe VR. junior morpheus is a joke, the real VR HMD's are on PC and Scorpio. I had VR two years before sony, better correct your post.

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squand3r

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@simplytheebest: sorry buddy, I wasn't talking about the technological aspect. My prime thought is that Sony made VR available to everyone in the most accessible way - before it was only for the tech savvy gamers with lots of money and high end PCs. Like you I am looking forward to much better technology, but we can truly thank Sony that the audience has multiplied by a large margin.

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perphektxero

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Edited By perphektxero

@simplytheebest: They have nothing to correct. Their point is PS brought VR to more people, which is highly likely.

Typically, one would respond with an argument to refute that claim, but you did something unrelated and fanboy-ish. Now, if they claimed the PSVR was the most powerful on the market, your opinion may fit the argument.

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SimplyTheeBest

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@perphektxero: Actually, it didn't. It didn't even sell well. Many more people own an Oculus product, like myself, for instance. Mine was only $350 over two years ago and even way back then it still had the same resolution as what sony is trying to convince people to buy in late 2016.

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squand3r

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@simplytheebest: Again, I am solely talking about how Sony managed to win new VR customers, I am not talking about the technology behind it. As for the numbers, Sony sold 750k within 2 months. 12-months-projections for Vive is 450k and for Oculus Rift its 355k. You can do the math

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SimplyTheeBest

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Edited By SimplyTheeBest

@squand3r: No, you inferred that sony did something that wasn't already done years before. Your numbers for Oculus are not correct, so re-do your math and projections aren't worth beans so stick with what actually sold. You also fail to take into account the far inferior experience you get with junior morpheus and nothing of a lineup, but demos. No full AAA scale games in VR. On PC I played Half Life 2 in VR a couple years ago on Steam.

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BDRTFM

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@squand3r: They didn't bring the device to the masses, they made it so they have the potential for bringing the device to the masses. That would require the masses to actually buy it. They are not. Hence saying 2016 was not VR's year. Consumer groups have had to lower their VR sales predictions dramatically due to the much lower than expected sales.

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squand3r

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Edited By squand3r

@bdrtfm: I guess we both define 'success' quite differently :-) At the end of the day a substantial amount of new consumers got their hands on VR and had their first experiences with it.

Its a device that costs € 400+ (without required hardware)...just a small proportion of consumers can actually really afford that hence we have to define the word 'masses' differently. So if you say people are not buying it: just put the numbers of Playstation VR units sold within 3 months in comparison to VR units sold by Oculus and HTC within 2 years or so. Don't get me wrong, no fanboyism here, but I see a lot of success in this area.

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Jancis25

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@squand3r: i hope it will have success because there gona be lot of people like who gona wait for worthwile games not tech demos but if system wouldnt gona sell there wouldnt gona be big games for it because it wouldnt gona get profits

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squand3r

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@jancis25: yeah, lets hope for some really great games for a reasonable price :-) Maybe a push in Pro sales does the trick

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SimplyTheeBest

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@squand3r: Those consumers were way late to the party. I paid only $350 for my VR and WAY before sony ever had theirs.

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BDRTFM

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@squand3r: First of all, neither one of us mentioned anything about success in our original comment. Second, masses, means masses. You can't take a word and redefine it to suit your idea of a product and it's company. As far as consumerism is concerned, when you use the term selling to the masses, you are generally referencing the sales of millions upon millions of units world wide to, well a massive amount of people.

Fact remains, we don't have any hard numbers. Before launch, analysts were predicting that Sony would sell millions of units by end of year. Now they are saying, never mind, we meant hundreds of thousands by end of year. First estimate was 2 million. Current estimate by Sony is many hundreds of thousands. But since we don't have hard numbers, the usual rule should apply which is, if a product is selling really well, the company will be screaming numbers from the rooftops. If a product is not meeting expectations, you get soft numbers like,"It's performing well." Or, "We're on target", things like that. I'd say that since we are looking at around 40 million PS4's in the wild, they would have to sell roughly 400,000 units just to reach 1% adoption rate. 2,000,000 units would put them at 5% adoption rate. An unlikely number by the looks of things so far. That is not selling to the masses. That's selling a small number of units to their massive PS4 install base.

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squand3r

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@bdrtfm: First and foremost thanks for taking your time reading my post and give me such a nice reply to chew on :-) Thats how I like forum talk!!

My latest information is that Sony is going to sell about 750.000 pieces in 2016. So the estimated number of roughly 2 million is far out of reach: we can call it failure, we can call it a decent start - everyone is going to define it differently. For me, Sony made VR available to the 'masses' in the most accessible way. So when I am talking about success (I know we both didn't talk about it at first, sorry bout that), it is that VR has finally reached everyone, at least through word-of-mouth - and that is an achievement that I think should be highly valued.

As for numbers, your point with 1% adoption rate is legit - but do not forget, we are talking about early adopters. As you say, the installed Playstation base is massive and the Pro is performing good as well. Sony already topped yearly sales of HTC and Oculus within only a few weeks. Now its about games and good marketing (they especially need to focus more on the advantage of Pro + VR).

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fanirama

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I bought a PS4 Pro and PS VR from Best Buy and tbh it is the best purchase I've made in years in gaming. I also bought a Gigabyte gaming laptop and it is excellent as well, but PS VR is really outstanding. I tested HTC Vive and felt PS VR screen is sharper and more vibrant and on Vive I saw too much screen door effect. Everything looks like I'm standing behind a mesh while in PS VR it is very clear and sharper.

Anyways, you won't go wrong whether you choose PS VR or HTC Vive. Or even Oculus Rift for that matter. All 3 are excellent VR platforms and VR is simply amazing.

It has really made a huge impact on my gaming and I'm looking forward to 2017 for excellent VR games.

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edinko

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@fanirama: This is about the tenth artictle you are copy pasting this same comment.Is the shilling department in sony paying per view? BTW PSVR is laugbable bad its onlny function being to slownly degrade your eyesight while looking at the awful blurry mess.

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fanirama

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@edinko: Point me to the other places I've "copy-pasted this same comment".

Else, STFU. PS VR is bad in your opinion. And in my view, your opinion is totally wrong. PS VR is actually very good. It is much cheaper than Oculus Rift or HTC Vive at 50% cheaper nearly and has lesser screen door effect and everything looks very sharp and good.

People won't go wrong buying any available VR set. As a lover of gaming, I'm fine with all of them doing well.

It's people like you who're biased and want to put other people down for having a different opinion. You are the type of person who hates others enjoying something else because then in your view you're a failure for having picked something else and your insecurity shows in your comment

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edinko

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Edited By edinko

@fanirama: I understand now. I am the insecure one while you are copy pasting the same comment how you are happy of the purchase in every possible article.YOu must be very sad about the device cause you are trying to find someone that confirms all the time that you made a good purchase.

BTW PSVR being bad is not an opinion- the bad blurry picture is a matter of fact.

If it helps you I think that Oculus and Vive are bad too-just not as horribly bad as PSVR.

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fanirama

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Edited By fanirama

@edinko: Just ask yourself - who is without PS VR? Who is really happy here? I'm happy with my PS VR and you're unhappy because I'm happy with PS VR.

You're really an insecure person. I don't care about others thinking whatever they want about PS VR. It is certainly sharper and better than HTC Vive. You can put down all of VR. That is your loss and your insecure life

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khaos107

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I've been playing King Spray on the Vive non stop since it came out yesterday. Art programs are great in VR. Never thought that in the first year of VR I'd be online with friends drawing graffiti on the side of trains.

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BDRTFM

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Edited By BDRTFM

It's going to take more than a comment from Mark Zuckerberg to convince me that VR is going to become mainstream in a few years. Also, the fact that smartphones took a while to become mainstream but eventually did so is not a good example of how VR can do the same thing with enough time. A large percentage of the world wants or even needs to stay in touch with other people anywhere they are. That requires a cellphone. Since non-smartphone cellphones are getting difficult to find and being phased out, people have to buy a smartphone. That is the reason why they have become mainstream. People do not have to buy a VR gaming headset. Not saying it won't happen, just that the reasoning used is flawed.

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analgrin

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@bdrtfm: i think eventually vr will become fairly mainstream. Its not just for games. As you say phones are mainstream as we feel a need to communicate with each other. 360° 3D cameras will become cheaper and better. I live in uk, my dad lives in Australia. Won't be long until i can plug myself into vr and meet up with my dad in a vr copy of his living room and it will be very close to sitting there with him in real life. Then we can both go on a virtual stroll down the road via google streetmap vr, he can show me the local attractions while continuing our conversation. VR is still practically an embryo of what it could, and will be.

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BDRTFM

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Edited By BDRTFM

@analgrin: Sure but right now everything is based on the hypothetical of what might happen sales wise and how the tech will evolve in the future. The problem is, they are not separate entities. The tech will not evolve if the sales aren't there. And, right now, the sales are lower than expected. Will that mean that they will curb their enthusiasm and slow things down? That could start a downhill slide that kills VR altogether. It's a slippery slope and they are going down blindfolded. All of these predictions aren't worth the effort required to write them. Nobody knows what will happen with VR despite all of these consumer think tanks claims we see. I mean how can they possibly know how many millions of VR units will be in people's homes in X amount of time? There is no data they can look at to determine that.

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squall_83

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@bdrtfm: I don't know where you're getting your info on sales being lower than expected. Every single major player in the VR industry, Oculus, HTC, Sony and others have been saying for months that they knew that the initial sales factors would be low. They were all expecting this and they all said, once the HMDs were released, that they had all sold a lot more than they expected. Everyone in the industry knows that this technology is going to take a while to catch on. Every new technology takes a while to catch on, not just your one comparison of smartphones. The only thing I can think of is if the information is coming from analysts, and everybody knows that analysts are completely bogus.

Of course, I'm not going to argue that this tech might not catch on. If the sales aren't there, there's only so much they can do. It just seems odd to say that you would claim that the sales are lower than expected, because that simply isn't true.

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