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In all of my experiencing of the new VR products, I am firmly in the position that it's not ready for public consumption yet and won't be for quite some time. The only real reason it's being pushed hard is because people have a fear of missing out. Meanwhile, if I were a company I'd be focusing on AR, because at least there you can push for enterprise customers which won't need the full immersion yet that a general consumer will clamor for. (I also think AR has a much brighter future) I expect a lot of VR units are shown off to friends and thrown into the closet or put on a shelf to collect dust. It's something you show off, but not something you'll (at least 98% of people) use. |
Steam sale numbers show tens of thousands of games are being bought by Vive owners, which is a pretty high percentage of the ~90k Vive units out there. Some games are as high as 50k / ~90k units. People are continuing to buy games and play them.*
Where's your reasons for why it's not ready, and numbers to support they will just sit on the shelf? Other metrics seem to point otherwise.
* Best indication we have for Vive sales numbers is bundled game ownership, SteamSpy shows that Job Simulator has ~65K owners, Fantastic Contraption has ~85K owners, and Tilt Brush has ~90K owners.
Two most popular non-bundled HTC Vive games, Audioshield and Space Pirate Trainer, both have a SteamSpy ownership of ~50K.