Is VR going to die because of no software?

While I honestly believe that PCVR is dying (no new handset sales, no good games being developed), I think PSVR has a pretty good chance of succeeding. The report is not in any way representative of the VR industry, merely GDC attendees which are rarely high profile VR developers but more often, struggling Indie VR developers. It would make sense that they'd prefer Vive or Rift as it suits them better.
 
They need to somehow generate an installed user base out of thin air is the problem. If they could come out with a good headset/controllers for $200 it would catch on, but I'm pretty sure that's not technically possible yet and I don't know anyone who is willing to take that big a loss to make it happen. :(
 
They need to somehow generate an installed user base out of thin air is the problem.
Not with headsets starting at $800 ($600 is only realistic for the US).

PC gaming itself would have never reached anywhere if it demanded a $800 monitor just to work.
EDIT: Bleh wrong place
 
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Sony’s internal goal was to sell one million of the headsets in its first six months, by mid-April. The company will almost certainly surpass that forecast.

Mr. House said he would be “very happy” if the product ends up being purchased by a high single-digit percentage of all PlayStation 4 owners. For newer generations of headsets to reach a bigger audience, they will have to be lighter, cheaper and unencumbered by cables, analysts believe

Mr. House said the supply of PlayStation VR headsets will improve by April. By fall, Sony expects to begin selling them in Latin America.

https://www.nytimes.com/2017/02/26/business/sony-playstation-vr-sales.html?_r=1
 
Sony has a million VR users as of this upcoming April? Really? I find that shocking as hell. Does that mean Sony sold them to retailers or that there were a million actual customers who bought their VR unit?
 
Sony has a million VR users as of this upcoming April? Really? I find that shocking as hell. Does that mean Sony sold them to retailers or that there were a million actual customers who bought their VR unit?

Million customers bought obviously. When I bought mine last week, they just received a small shipment, it was sold out constantly before that, only as of februari there were no more pre-orders being cleared. That is pretty good I guess. I knew PSVR would succeed the second I tried it. It was so mature compared to the other options, but PCVR needs to exist also; it will be a low cost PSVR alternative in the future, where you can get almost free, steam green light like experimental titles or pornographic applications.

Hover Junkers was the most promising title to me. A high price tag, but a lot of promise. And even that game seems dead at this point.
PCVR is sold on potential and promise. Were are a year in. Even though people paid 35 euro, a year later, there were never single player levels added, there has not even been an update for half a year.
To some people, that's what PCVR is all about, waiting for developers, imagining features. This is obviously not for me.
For the weekend I got Until Dawn VR, and it's a 'real game' it's simple and not that VR-ish, but it's VR enough to sell a real, actual product.
 
I don't find intrinsic success in that number. The long term future depends on whether these million customers keep using them and grow the user base, or whether it's a fad like so many others. At least devs now have a number to know what they're chances are like. Probably about 2 million VR headsets across PSVR and PCVR, though ofdering quite diverse experiences. Are PCVR owners interested in the sit-down types of VR that PSVR is better suited for?
 
The stand up versions work pretty well too. I moved the Pro to the one location that we have a bit more standing space and so we've been playing games like Fruit Ninja and Job Simulator (a huge hit with kids, despite that they are sometimes too short to reach some things). Accuracy in tracking is typically not a real problem once your actually moving. The drifting happens mostly when you don't move at all. Though I hear things were improved a lot also by 4.5 and I didn't really try much before.
 
I think probably closer to 700k? The only estimated numbers we have are ~250 Rift and 415k Vive or so by the end of 2016?

And no, 900k after 4 months is promising but it doesn't say anything about what will happen in the future.
 
I read somewhere that all Vives and Oculi were sold in the first 30 days, afterwards they sold less then 50k in 9 months. It's the reason why they refuse to disclose sale info as it will damage developer relations.

If you really believe 450k for Vive then that device would have the lowest attach rates in recent consumer electronic history
 
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There are no numbers, and reading a thing on the internet doesn't make it true. ;) 50k sold in 9 months seems unrealistic. Many different arguments can be made although obviously the numbers are fairly low which is why we don't have any. We have one vague detail that Vive is outselling OVR 2:1 (Time Sweeney). So a conservative 200k OVRs would be 400 Vives, and some numbers put them at 700k a whiles back.
 
If the internet / fan-numbers are higher, then the manufacturer won't correct it. My educated guess is much lower than 200k and 400k PCVR devices:

http://steamspy.com/app/450390

Players total: 301,907

This is considered the best, as well as a true: "MUST PLAY" title for PCVR. Let's say only 90% of Vive owners ever played this title.. that would mean 330k vive owners, MAX.
 
900k is a drop in the bucket contrary to what fanboys will try to spin out of this number. As a slightly similar indicator; Kinect V1 (360) sold 24m units (yes 24 friggin Millions)...and we all know how this turned out..even with a 100% attachement rate (Kinect V2 on Xbox One) MS couldn't salvage it once it's novelty ran off.
When the tech isn't ready yet (Kinect and now VR) sh@t won't last despite what the PR spins will try to make you believe. VR isn't ready yet and probably never will in it's current form anyway, and will morph into something else later on (just like Kinect which is now the basis on Microsoft's inside out tracking for it's AR/MR tech.
 
VR isn't ready yet and probably never will in it's current form anyway

That is what PCVR or PC fanboys tell themselves. 900k seems low (Valve/HTC would be celebrating if they had even sold half that in barely 4 months), but it is for a supply constrained product which has not yet received actual advertising campaigns.
PS Move sold 15 million, but it was way ahead of it's time. It was meant for Arham VR, not for Wii. We only did not know it at the time.
 
900k is pretty low, but initial sales is meaningless no matter which side one wants to spin it. There have been products with far greater initial sales and short lives. There have been products with slower sales and far longer growth to become a mainstream product.

Best example I can think of is EyeToy. That sold 1 million units in four months, went on to sell some ten million and have a reasonable game catalogue, and then faded into obscurity.

There's literally not enough info for any form of meaningful speculation on long-term prospects. There's barely any sales and even utilisation numbers. The only thing can can say with some certainty now is VR isn't presently a big deal because it's not commanding the headlines.
 
That is what PCVR or PC fanboys tell themselves. 900k seems low (Valve/HTC would be celebrating if they had even sold half that in barely 4 months), but it is for a supply constrained product which has not yet received actual advertising campaigns.
PS Move sold 15 million, but it was way ahead of it's time. It was meant for Arham VR, not for Wii. We only did not know it at the time.

I'd say it was ahead of its timel, but not quite ahead enough for VR unfortunately. Don't get me wrong, I think it works just fine with simpler games such as Rush of Blood (moving too much too quickly throws off calibration, though), but it becomes quite annoying when you're bumping into its limitations on a regular basis with games that scream for more advanced means of tracking. Job Simulator is just a mess on PSVR, and Arkham VR requires an incredibly specific camera setup to work properly. What PSVR could really use is some form of multi-camera tracking system.
 
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