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MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA
MTBS3D As fun as Arizona Sunshine is in traditional #VR, @Vertigo_Games took it up a notch by transforming it into a locat… https://t.co/YkGpv2wLMM
MTBS3D .@OfficialGDC would not be complete without visiting SVVR's annual #VR Mixer! In today's interview, we catch up wi… https://t.co/hibivrbYdq
MTBS3D Spencer Jackson, Software Engineer at @NordicTrack, talks about their latest iFit #VR Bike paired with an #HTCVivehttps://t.co/5b2uD9Hoa9
MTBS3D William Provancher is the CEO of @TacticalHaptics. He demonstrated their latest haptics controllers for us in this… https://t.co/Ir1Cog8bRI
MTBS3D Gaspar Ferreiro is the CEO of Project Ghost Studios. In this interview, he talks about their new Project Ghost dem… https://t.co/T2xz1VdtGI
MTBS3D .@EpicGames had loads of news to share at @OfficialGDC. Marc Petit is the General Manager of #Epic's @UnrealEnginehttps://t.co/CnqpGAB2f4
MTBS3D Chris Hook, Graphics & Visual Technologies Marketing Chief for @intel spoke to us during @OfficialGDC. We talked ab… https://t.co/ji6AKJpfwM
MTBS3D We interviewed @networknextinc at #GDC2019. They are in the business of ensuring the best connectivity and lowest l… https://t.co/87b06uMAm7
MTBS3D .@reality_clash is a developing #AugmentedReality combat game. We got to interview Tony Pearce, the CCO and Co-Fou… https://t.co/24P5kLz0Ef
MTBS3D Robots explode at #GDC2019 with @FuturLab. They have a new title for #PSVR called Mini Mech Mayhem. #GDC19https://t.co/JiIuJgGZ64
MTBS3D .@zerolatencyVR has a number of #VR out-of-home entertainment centers around the world, and we got to catch up with… https://t.co/NZJBVyRUWz
MTBS3D RT @GetImmersed: Dr. Ofer Shai is the Director of Omnia AI at @DeloitteCanada. He talked about the misconceptions about #ArtificialIntellig
MTBS3D RT @GetImmersed: The use of #futurecomputing in #healthcare was one of the prominent tracks at #Immersed2018, and we got to see some really…
MTBS3D RT @GetImmersed: Ricardo Wagner, Director of Product Marketing for #Office365 at @microsoftcanada, talked about their efforts to make moder…
MTBS3D RT @GetImmersed: Pascal Langlois, Founder of Collective Intent, talks about the potential of using motion capture technologies to re-enable…
MTBS3D RT @GetImmersed: David Parker, Founder of @teamwishplay, talked at #Immersed2018 about how they are using #immersivetechnologies like #Virt
MTBS3D RT @GetImmersed: Richard Huddy, Head of the Game Ecosystem at the Samsung Research Institute (UK), was the second keynote at #Immersed2018.…
MTBS3D RT @GetImmersed: .@JoanneAska, Co-Founder of @TribeOfPan, talks about @TheChoice_VR their innovative #VR project that addresses the topic o…

Why Today is Ground Zero For Virtual Reality

Sony PSVR

While virtual reality in its modern form has been around for pushing two years now, I think it's fair to say that today is the true ground zero, and what happens from here on in will be what determines the market's future.

Case in point is Sony's effort with the Playstation VR headset.  In February, Sony announced that they sold their first 915,000 units within four months. Their latest announcement is that they reached two million units sold.  It took them nine to ten months to double what they originally accomplished in four during their most formative period.  When I look at how long it took to grow from the original figures, it tells me that something is off given all the advantages that Sony benefits from.

Still, even with these advantages, Sony has been very lackluster with their PSVR marketing efforts until very recently.  We're thrilled to see that the Sony has been aggressively marketing their solution with a strong new television campaign, a hardware trial program, and more.  Between much better Sony bundle pricing and more content to choose from, Sony needs to grab that brass ring now - and their marketing efforts seem to be exemplifying that mindset.

Canalys logo

If this is where Sony is at, the PC VR manufacturers are likely proportionately less in sales - at least for now. Just a few weeks ago, Canalys published a report promoting that VR sales were on an up-swing with Sony selling 490,000 units, Oculus shipping 210,000 Rifts, and HTC shipping 160,000 Vives in Q3. We didn't report on it because...well...we didn't believe it.

We reached out to the authors to get word on how they came up with these numbers that they framed as fact. These are their words:

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Canalys tracks VR headset shipments into the channel (sell-in), and not sales which are products sold to end users.

We follow a set of strict research methodology to arrive at our quarterly estimates for the VR headset market. We gather information and feedbacks from multiple sources, including vendors, component suppliers, channel partners, financial and press, etc., and process the data with our proprietary models taking account of the results and data that we obtain from our own research.

I would also like to highlight the definitions that we use in our research:

Canalys defines a virtual reality headset as a device with a display designed to be worn on the face that immerses the viewer in a virtual world, and it excludes simple viewers, such as Samsung’s Gear VR and Google’s Daydream View.

There are two main categories that we track (the global numbers you saw include both categories):

Basic VR headset: A device serving a specific set of purposes that is designed to be worn on the face and not carried, cannot run third-party computing applications independently and is generally tethered by cable to a desktop PC. (Sony PS VR, HTC Vive and Oculus Rift are categorized under basic VR headsets)

Smart VR headset: A standalone, multi-purpose device that is designed to be worn on the face and not carried, runs an operating system, and can run third-party computing applications. (Mostly in China for now)

Hope this helps to make things clear. If you have any further questions, please do not hesitate to contact us.
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While I respect the effort, there aren't enough facts to work from here.  If their numbers are presales, it just means the vendors are filling up the warehouses with products waiting for homes and there would be a sudden dip or chasm in Q4 during the Christmas rush because all the product is pre-accounted for.  There is also the very real possibility that their numbers are off because I have no idea how they came to be.

Don't Panic

There is a good news story here too!  Setting aside the numbers and looking more at the fundamentals, I think we are finally entering a good space now.  VR as a media is exciting, the technology is improving, the marketing is getting better, the pricing is obviously a lot lower than previously thought possible for devices, and there is much more affordable computer horsepower all around.  We obviously still need more and better content, but the fundamentals are there.  There is something to build from here and I haven't even acknowledged all the professional use cases for immersive technology.

On that note, we're keeping a sharp eye on the holiday sales and trends.  We will keep you posted!