You know, it almost looks like these two console add-on devices (PlayStation VR and Sega CD) could connect together. In terms of historical sales data, they kind of do.
Credit:
Sam Machkovech
You know, it almost looks like these two console add-on devices (PlayStation VR and Sega CD) could connect together. In terms of historical sales data, they kind of do.
Credit:
Sam Machkovech
Nearly three years after consumer virtual reality became a real thing, the market is still trying to determine whether it’s a growing market niche or a dwindling technological fad. Entering into that debate this week comes Sony, which is now trumpeting 4.2 million PlayStation VR headset sales through March 3 of this year.
While 4.2 million is certainly a big number in and of itself, its actual import depends a lot on what you’re comparing it to. So to put Sony’s latest report in context, we’ve gathered a bevy of relevant comparison numbers for you to peruse in both chart and list form. Use this as a handy reference for your next debate about whether console virtual reality is a “dead end” or not.
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Fig. 1: Comparing an accessory like PSVR to standalone consoles isn't entirely fair. That said, this shows how the total audience for PSVR games is growing much more slowly than that for standard console experiences.
Fig. 1: Comparing an accessory like PSVR to standalone consoles isn't entirely fair. That said, this shows how the total audience for PSVR games is growing much more slowly than that for standard console experiences.
Fig. 2: Public estimates show PlayStation VR roughly on par with the entirety of the fragmented PC VR headset market.
Fig. 2: Public estimates show PlayStation VR roughly on par with the entirety of the fragmented PC VR headset market.
Fig. 1: Comparing an accessory like PSVR to standalone consoles isn't entirely fair. That said, this shows how the total audience for PSVR games is growing much more slowly than that for standard console experiences.
Fig. 2: Public estimates show PlayStation VR roughly on par with the entirety of the fragmented PC VR headset market.
Fig. 3: PSVR is somewhere in the Sega CD/32X range when it comes to attach rates, to give you some historical analogue for its popularity.
Fig. 3: PSVR is somewhere in the Sega CD/32X range when it comes to attach rates, to give you some historical analogue for its popularity.
Fig. 4: If you squint, you can see PSVR sales slowing down and then speeding up again over the years. All in all, though, they have been remarkably steady.
Fig. 4: If you squint, you can see PSVR sales slowing down and then speeding up again over the years. All in all, though, they have been remarkably steady.
Fig. 3: PSVR is somewhere in the Sega CD/32X range when it comes to attach rates, to give you some historical analogue for its popularity.
Fig. 4: If you squint, you can see PSVR sales slowing down and then speeding up again over the years. All in all, though, they have been remarkably steady.
130 days: Time since release for PSVR to sell 915,000 headsets (~7K/day) (Source)
417 days: Time since release for PSVR to sell 2 million headsets (~4.8K/day) (Source)
673 days: Time since release for PSVR to sell 3 million headsets (~4.5K/day) (Source)
872 days: Time since release for PSVR to sell 4.2 million headsets (~4.8K/day) (Source)
43 days: Time since release for the PS4 to sell 4.2 million units (Source)
154 days: Time since release for the Xbox One to ship 5 million units (Source)
317 days: Time since release for the Wii U to sell 3.91 million units (Source)
4.08 million: Rough Superdata estimate for PSVR headset sales through the end of 2018
0.99 million: Rough Superdata estimate for Oculus Rift headset sales through the end of 2018
1.3 million: Rough Superdata estimate for HTC Vive headset sales through the end of 2018
4 million: Rough Nvidia estimate for total “PC VR” headset sales through the end of 2018
Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.