Always start with a LINK.
Have you been gassing up those big psvr numbers? Feeling like it's here to stay...? Sonys got a true killer piece of hardware ready to saturate the masses like wildfire!
Or does it?
"While 4.2 million is certainly a big number in and of itself, its actual import depends a lot on what you’re comparing it to. So to put Sony’s latest report in context, we’ve gathered a bevy of relevant comparison numbers for you to peruse in both chart and list form. Use this as a handy reference for your next debate about whether console virtual reality is a “dead end” or not."
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- 130 days: Time since release for PSVR to sell 915,000 headsets (~7K/day) (Source)
- 417 days: Time since release for PSVR to sell 2 million headsets (~4.8K/day) (Source)
- 673 days: Time since release for PSVR to sell 3 million headsets (~4.5K/day) (Source)
- 872 days: Time since release for PSVR to sell 4.2 million headsets (~4.8K/day) (Source)
- 43 days: Time since release for the PS4 to sell 4.2 million units (Source)
- 154 days: Time since release for the Xbox One to ship 5 million units (Source)
- 317 days: Time since release for the Wii U to sell 3.91 million units (Source)
- 4.08 million: Rough Superdata estimate for PSVR headset sales through the end of 2018
- 0.99 million: Rough Superdata estimate for Oculus Rift headset sales through the end of 2018
- 1.3 million: Rough Superdata estimate for HTC Vive headset sales through the end of 2018
- 4 million: Rough Nvidia estimate for total “PC VR” headset sales through the end of 2018
- 4.4%: Rough ratio of PSVR owners to PS4 owners (4.2M / 94.2M) (Source)
- 2.16%: Rough ratio of Sega 32X owners to Sega Genesis owners (0.665M / 30.75M; 32X sales through end of 1994) (Sources (1) (2))
- 7.2%: Rough ratio of Sega CD owners to Sega Genesis owners (2.24M / 30.75M) (Source)
- 31.5%: Rough ratio of original Kinect owners to Xbox 360 owners (24M / 76M as of Feb. 2013) (Source)
- 411,488: Estimate of unique Oculus Rift headsets connected to Steam in February 2019.
- 335,980: Estimate of unique HTC Vive headsets connected to Steam in February 2019.
- 85,012: Estimate of unique Windows Mixed Reality headsets connected to Steam in February 2019.
- 770,000: Lifetime sales of the Virtual Boy (Source)
- 1 million: Original expectations for the first six months of PSVR sales (Source)
That's an awful lot to pour over, but it does give lots of comparative data as to how to look at its success and failings.... What do you pull from this? To me, it seems psvr is niche... Its nearly 8 times less popular than Kinect and a little more than half as successful than Sega CD, which is kinda funny.
Debate if you'd like... How would you like to spin the numbers?
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