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.
Yeah, numbers are all over.
According to CCS Insight as of Feb. 2017
http://www.ccsinsight.com/press/com...r-virtual-reality-headsets-after-a-slow-start
They estimate ~1.2 million dedicated headsets were sold in 2016. That's down from the 2 million they had estimated at the start of 2016.
Using some finger waggling and correlating with the data from Superdata
http://www.ibtimes.com/psvr-vs-vive...most-one-million-playstation-vr-units-2498352
~243k Oculus Rift and ~420k HTC Vives in 2016. That'd be ~537k PSVR in 2017. That would fit relatively well with a production allocation that expects 1 million VR devices by April of 2017. If they ramped up their production orders after initially selling out during the holiday months of 2017, and the demand was still there, I could easily see them selling another ~378k units in the first part of 2017 to reach the 915k number released by Sony.
That seems reasonable WRT 2016 numbers using very rough ballpark numbers. However, while demand for PSVR remains strong currently, demand for Rift and Vive is likely significantly lower so their 2017 sales would be significantly lower during the first part of 2017 compared to the PSVR.
I'll be more interested to see what the sales are like for PSVR after a year has passed. I still think that the novelty will be enough to sustain it for 1-2 years, but I don't see it continuing much beyond that.
I had previously though that Rift and Vive would also be able to sustain 1-2 years, but I'm extremely doubtful now. Sales have basically fallen off a cliff for them. For HTC Vive, it's due to the lack of quality games and a HUGE flood of crap shovelware VR games and experiences. For Oculus, while they have a decent stable of games, bad word of mouth on the internet plagues them for no good reason. And for a technology that requires large investment and buy in from early adopters, that's not a good thing for either of them.
It'll be interested to see if Valve's commitment to creating 3 actual VR games will be enough to revive the PC VR scene. Or if Microsoft helping to introduce low cost VR to the PC will help revive it.
Regards,
SB