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180 000 units of VR headsets is pure pocket money for Facebook. And that does not even register in any kind of hardware sales charts. PC sales are more than 300 millions per year, and smartphones sales are more than 1.5 billions units per year. VR headsets don't sell at all.


You're missing the point. We've entered a new era of VR with the Quest. Any numbers we've seen before is irrelevant.


What do you mean? The quest is virtually inexistent market wise. Nobody is buying it. Did you see a huge uptake anywhere? I havent.


The article you're replying to is about Oculus Quest.

> The company’s non-advertising revenue jumped to $269 million during the third quarter, Facebook noted in its earnings report Oct. 30. That’s a 43% increase year-over-year [...] The revenue is coming from strong sales of Oculus Quest, one of Facebook’s VR headsets, of all places.

No idea how you can claim it has no market share when it's dominating the VR space, unless you're talking about a bigger market than VR. The point was that VR never took off until Quest and we've only seen the beginning now.

We see this with VR game developer sales as well:

> Previously, we’ve heard from the developers of Red Matter who said “we have surpassed Red Matter’s all time sales on Rift in just a few days on Oculus Quest” and Superhot who said sales were 300% higher on Quest, calling the all-in-one VR system “a watershed moment for the industry and the sales numbers suggests that players believe so too.”

https://uploadvr.com/oculus-quest-sales-strong/


My whole point to begin with is that the VR market is close to nil. Compared to how much the big corporations have been pouring in in terms of investment, the returns are ridiculous. Google recently stopped DayDream and Samsung is getting rid of GearVR. Sony is the leader in terms of headsets sold and even that is not very impressive, we are talking about just a few millions of headsets per year. It's just not taking off, and looking at "43 % increase year on year" is a useless metric since the sales were ridiculously slow to begin with. Compare that with the uptake of smartphones just 10 years ago and you will have a good laugh.


I don't follow your logic even a little bit. It's like saying a toddler will never be able to wrestle his 10 year old brother because it only weighs 30lbs and the brother weighs 90.

How much did PCs sell when they "started to take off"?

How many units did smartphones sell when they "started to take off"?


The comparison is valid, because it's not a price point issue anymore. Smartphones are more expensive than the Quest for most of the medium high range one, and among the numerous reasons why VR is not taking off, is simply because people don't feel like they will make good use of it or even need it. The awareness is there (the PR machine has made sure everyone knows that VR is around), the tech is decent (the Quest works relatively well compared to VR headsets 5 years ago), there's some content to purchase (might be lackluster but it's not missing anymore), and the pricepoint is low enough that it's not an issue anymore for adoption. So at the end of the day, lack of sales = lack of interest.

Some other anecdotal evidence: I have numerous PC entusiasts and gamers in my cirles, who have tons of disposable income and who like trying new stuff and actively follow the latest news, but I can only point to one who has purchased a VR headset. That can't be a good sign.




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