How would opening up to the pc market help sony? i guess it can move some of these units out of storage, but they dont have a store on pc and they're not making money on the hardware.
Not just that, but also: what does PSVR2 being on PC do for console owners who have the headset?
That should be the first question anyone's asking and if the answer is "nothing", then that PC compatibility is not worth doing.
I have no idea, I didn't count them / don't know all the over 250 games. Regarding exclusivities, VR normally has a small amount because being a small market the games need to be (sometimes after a paid exclusive) in as much devices as possible.
Also, it's important to have the key games from the past. People continues port begging Alyx and some PSVR1 game.
You would think Valve would want more revenue for a game like Half-Life: Alyx, especially if it could leverage the tech of PSVR2. You can call it port-begging to an extent but there are also very solid reasons for why a port would've made sense for them, and yet nothing has ever happened.
It also shows the imbalance between Valve and Sony when it comes to one supporting the other's platform for revenue, profits & growth. And, highlights the hypocrisy of people saying Sony "need" to bring this stuff to PC to grow revenue & profits, but for whatever reason companies like Valve are seemingly exempt from this same need, even if they are private enterprises.
There's just a few loaded subtexts in pushing the dynamic one way but thinking the other way around is somehow now feasible.
I know, it's fair to ask for more or better games, or better pricing. But when asking for things I think it's important to be realistic on what we can ask for.
All of those are things I feel are realistic to ask for, honestly. These are basic expectations a platform holder should be able to provide, and historically, Sony have had no issue doing that for their consoles or the PSP. Why should PSVR2 be exempt from this expectation?
Sure, a $99 price for the device, but with components costs increasing they need to improve profitability so won't have margin to reduce prices.
I'm not saying a $99 PSVR2 with the PSVR2's specs should happen, that is unrealistic. However, scaling down the hardware so you can do PSVR1-level performance for a cheaper model headset that's say $199 or $249 should've been something Sony did with the PSVR2 line.
That type of dual SKU approach where there are performance differences, doesn't work for a console (i.e Series S & Series X), but it can work with peripherals like VR.
Regarding support, in the first months they already put there some of the biggest IPs on their console and VR via both 1st and 3rd party and signed a gazillion games more. Which is more than the ones they had for the first year of PSVR1.
Eh, let's be fair here. It was two 1P IP: Horizon and GT7. 3P-wise it was a handful of games with VR support like RE Village, but what about since then? I know RE4 got a PSVR2 mode, but among big games that list is extremely small.
We know they had over two dozen games under development at PS Studios plus minimum 3 in Bungie. Very likely they have over 30 first party games under development, not counting ports or mobile. Plus a gazillion 3rd party exclusives and deals. Games that cost a ton of money and require many years of development. Yes, it would be great to have more, but again they have to be conservative with profitability at least for a year or two.
Some of those 2+ dozen 1P games were GAAS that are at least some, are now cancelled. They don't really have as many 3P exclusivity deals as you make it out to sound: among big 3P AAA releases, you mainly have Final Fantasy, Rise of the Ronin and a couple of other games here and there. Most of the 3P exclusives are either non-franchise game and/or games from smaller 3P studios; Stellar Blade for example would fall into that type of description.
Most of the other 3P exclusives are from unproven studios (in the console space) like the majority of China Hero, India Hero & Africa Hero projects. This is no judgement on their quality; just the fact they aren't the big 3P IP like Persona, Street Fighter, Dead Space etc. At most Sony only have marketing deals for those types of games, and it's a far cry from the (bogus) rumors in 2020 from Imran Kahn saying Sony were locking up 3P exclusives with all the big 3P devs/pubs. Because it's been four years now and among the big 3P who are well-known, the number of exclusives Sony've gotten from them or especially in well-known AAA IP is very little.
Look, I know Sony want to focus on profitability. But, if I see means they attempt at growing profitability that don't gel with what I'd of personally liked to see, I'm going to voice some dissent about it. I can accept something being the way it is, without being in agreement with it.
Why? Sure, MAYBE they could make a semi-successful VR platform if they really went all-in. But why would they?
Sony needed PSVR to hedge their bets, in case VR turned out to be the Next Big Thing and threatened to eat PlayStation’s lunch. It exists so that Sony wouldn’t have to spend years playing catch up, just in case.
Obviously that didn’t happen. The demand isn’t there, and Sony isn’t going to keep dumping money into it to try and manufacture demand. They have way more important things to spend that money & effort on. They can barely release enough console games, why would they divert money away from that in order to make riskier games for a nonexistent player base? It makes no sense.
The demand is there; Meta Quest sold 20 million headsets in 2 years. Launch-aligned they've sold more Quest headsets than Microsoft have sold Xbox Series consoles. I know Xbox consoles are declining in demand, clearly, but they're still mainstream consoles. So Quest selling better than them launch-aligned means there is some demand.
However, the price needs to be right, there needs to be a wireless option, and the headset can't be an expensive optional peripheral for a console that itself costs almost as much. PSVR2 resolved a lot of the technological shortcomings with PSVR1 (the breakout box, latency, etc.) but completely ignored others (no way to replace broken controllers without buying a whole new headset, no wireless option, no modularity to scale design for competent lower-performance headset options).
Eliminating VR isn't going to magically result in more 1P games for the console. Eliminating redundancies in the AAA game dev pipeline, and having a better mix of AAA & AA games, would help with getting more games for the console. And that does not necessarily mean VR needs to be cut altogether. I mean, in terms of pushing PSVR2? Yeah, maybe it is best to sideline it now, clear out what inventory there is.
But they have great tech and potential here, so I feel it is worth putting more investment in to resolve PSVR2's shortcomings. What were the shortcomings? I just mentioned them. How do you solve those? It doesn't take much to determine the solutions when you know the problems.
Opening up to the PC market will encourage PCVR users to buy a PS5 and jump into the console VR ecosystem. that trojan horse strategy thing
What? Why would they buy a PS5 to get console VR when 1: most of PSVR2's games are ports from PC and mobile and, 2: the one big 1P game on PS5 that supports VR, GT7, is likely getting ported to PC this year or next year if the Nvidia list is accurate?
PC compatibility for PSVR2 will just ensure PC VR users stay on PC for VR, but they might use a PSVR2 headset. Meanwhile what are the console owners with PSVR2 getting out of that? I doubt PC VR devs will start porting en masse to PS5, they'd have no incentive to. And what few 3P traditional games with VR modes there are, would already be getting PS5 ports with PSVR2 support because the non-VR content would justify a PS5 version in the first place.