MacReady13
Member
Drop the fucking price and release some quality games for it you fucking moronic assholes. You have this incredible tech that (much like the Vita) you hide behind ridiculous prices (Vita was with the stupid memory cards).
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.
As a Vita owner, this hits home.Step 1: Release a new platform
Step 2: don't support or advertise it at all
Step 3: Pikachu face when it doesn't sell
Valve must make a shit ton of money, and particularly profits, with Steam. I assume they don't care if Alyx and Index were profitable, maybe were just pet projects. The PC market is almost as big as the console market, not only PS.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.
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?
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.
I think we already repeated this many times. Sony released more games than these two, and regarding 3P there's the list with 260 games.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.
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.
It needs a permanent price cut
Indies are VR-only because most of them take full advantage of the medium and wouldn't translate well to flat screen and traditional controls. Imagine playing Beat Saber with buttons, that would be boring as fuck.Plenty of unimportant games no one cares for. Beside the REs pretty much nothing of relevance from the major third parties. I am convinced that Sony thought Capcom and Bethesda would provide enough games, I assume Deathloop and Ghostwire should have been perfectly fit for VR, together with new ports of Skyrim, Doom3, maybe also the Wolfensteins and recent Dooms. When MS bought Bethesda I believe it killed Sony's lazy VR plans alltogether since their whole over the shoulder games lineup seems not to be the best fit for VR for some reason, even though you could just make most of them first person...
That's something I don't get at all. Why develop VR exlusives if you can have VR as a sort of addon to some regular game development. Ace Combat had some nice VR mode for VR1, for VR2 with a longer planning phase pretty much every game should have had at least something like that. One limited mode, still a tech demo of sorts. Ideally though the entire game in VR, as an optional other way of playing and just produced in one go with the regular game. Mind boggling not to do it that way. Instead VR is shouldered by Indies that do exclusives, which is also stupid since they miss out on regular flat sales. If their game is worth it anyway, many VR games seem to only exist and succeed to some extent due to lack of other options.
Also insane that Sony did not make a deal with EA for F1 and WRC having VR modes. Sure it would kinda be in competition with their own GT, but come on. Also where is Assetto VR?
This! Even if it eas free there is nothing I fancy playing on it.It needs fucking games lol.
I'm w/ you that it doesn't make sense for Playstation owners to want this (let alone for Playstation). But sony really doesn't care at all about what maximizes value for PS5 owners as evidenced by everything else they've been putting on PC.
Hi Sony, I know you read GAF (especially six pages deep) so I’ll just give you step-by-step instructions for how to turn this around.
1. Price cut to $399
2. Backwards compatibility on most of the PSVR 1 games
3. Create a usb-C/HDMI adapter and open PSVR 2 to PC play (you can even release your own storefront if you want).
4. Pay Valve any amount of money they want and have them port Half-Life Alyx
Boom. That’s literally it. You don’t even have to make new games. If you follow those steps, it’ll be enough to sell a few extra million units by barely lifting a finger, you lazy shitturds.
Valve must make a shit ton of money, and particularly profits, with Steam. I assume they don't care if Alyx and Index were profitable, maybe were just pet projects. The PC market is almost as big as the console market, not only PS.
And Steam has most of the PC market. Plus they don't spend money on over two dozen huge AAA games beind developed at the same time, plus selling many millions of consoles at a loss. Valve also doesn't invest in many other things like paid 3rd party exclusives, cloud gaming, game subs, movie adaptations, etc. They must be much more profitable than Sony.
So -unlike the other 99.99% VR game developers, who are normally indies-, Valve has no need to port their game, and don't care if someone else like Sony pays or even makes themselves the port.
PSVR2 has a better price than PSVR1 had when released, and better than all the other somewhat equivalent VR headsets.
Also has that list of 260 games, which may be incomplete, of games announced or released in less than a year. And includings some of the biggest Sony and VR IPs.
Having a very small userbase makes a difficult choice for a company develop a game for VR, even less for single device. If that PSVR2 would be split into two SKUs would mean more cost so even less sustainable.
Sony has a VR headset that runs PSVR1 like games: the PPSVR1. xD
I think we already repeated this many times. Sony released more games than these two, and regarding 3P there's the list with 260 games.
Yes, it would be better adding Final Fantasy, GTA6, Fortnite and Super Mario. But isn't realistic. For the first year Sony had Horizon, GT, Ghostbusters, two RE Village, RE4 Remake, Metro, Beat Saber, Among Us, Pavlov, No Man's Sky and many more.
Regarading second year and beyond? We'll see, Sony has a huge PS5 + PSVR2 catalog and amount of releases, so they focus their marketing of the games being released in the next few months. So will continue announcing stuff when closer to release as they also do with PS5.
Its not an issue when they are making profits from PS sales alone lol. Games like Spiderman, TLOU2, God of War, Ghost of Tsushima all sold more than 10-20 million unitsIt's been an issue already, hence why games are now being released on another platform.
All. 1P = Sony published gameHow many of the Sony games were 1P?
I have no idea. I assume -for the few dozens of games I know- most of them are multiplatform, some of them timed exclusives for either Meta or Sony, and a few exclusives. Same as in consoles.And how many of the 260 3P games supposedly coming to PSVR2 are new exclusives, vs. new multiplats, vs. ports of older mobile/PC VR games, vs. VR mode updates for current and old traditional multiplats?
And, what does that ratio even look like?
Firewall Ultra and Ghostbusters are Sony published games, so first party.Only Horizon & GT7 are 1P games. And maybe Ghostbusters, I'm not sure. But the others are all 3P titles.
The huge 3rd party support for PSVR2 comes from 3 main points:The degree of 3P support for something like PSVR2 is going to be based directly off what Sony's own support for it is.
That strategy both makes sense and doesn't make sense simultaneously, IMO.
When I said that I meant the percent of worlwide game revenue generated by PC gaming (all stores) is similar to the one generated by console gaming (Sony+Xbox+Nintendo). Depending on the recent year or market analysis firm, or if counting or not certain things sometimes PC is bigger, sometimes console is bigger.On a more serious note, when you say PC gaming market is almost as big as console, you have to specify that in terms of splits.
I don't have recent numbers, but a few years ago Steam had between 80% and 90% of the PC market (I assume not counting Chinese stores). Regarding OS, even a bigger percentage for Windows, almost the 100%.What percent is Steam, what percent is GOG, what percent is EGS, what percent is Windows Store, what share is Windows vs. Linux etc. I think as time goes on using "PC" as a catch-all is an obfuscation tactic or at least a poor way of actually describing who has what within that product market, when it comes to market share and the such.
Steam has a way larger yearly amount of game releases than all 3 consoles combined. As a reference, last year 14K games were released on Steam, while recently a folk investigated the amount of PS5 games that had only 30fps and said that there are 3140 PS5 games. Not released last year, but in total.It's also worth noting that for B2P AAA and AA games, consoles are still vastly ahead of PC when it comes to new releases. PC, particularly Steam, has been catching up with catalog/legacy releases which are ports of older titles, but PC is arguably overrepresented in the eSports sector because of games like VALORANT, DOTA 2, CounterStrike 2, League of Legends, World of Warcraft & others that are all exclusive to the platform and are massive GAAS entities.
I don't know, how many of the 14K+ games released last year on Steam is going to make people to pay >$1000 for a gaming PC?How many of those 260 games are most people in the market for a $550 VR peripheral actually going to care about? Because if most are just late 3P ports of mobile or PC VR games, that already reduces the number of total viable games a prospective buying for this type of headset are going to care about.
No, it's just a fact that debunks the myths that it haz no gamez and that Sony didn't make an effort to build a catalog.As-is, referencing the 260 games is basically list-bragging. It's not about how many games; it's about what games.
For me any Sony bad news with Bloomberg as source, and Mochizuki in particular, is a fake new unless it gets officially confirmed. Because it's more likely to be the case than being confirmed.only the PSVR2 and apparently its manufacturing is being halted.
All Ps4 games though and overtime yes they've sold quite well. Ps5 development has been slow and expensive for a while now. If the profit/revenue is there, they wouldn't have even entertained the idea of launching some of their 1p games on PC.Its not an issue when they are making profits from PS sales alone lol. Games like Spiderman, TLOU2, God of War, Ghost of Tsushima all sold more than 10-20 million units
All Ps4 games though and overtime yes they've sold quite well. Ps5 development has been slow and expensive for a while now. If the profit/revenue is there, they wouldn't have even entertained the idea of launching some of their 1p games on PC.
I certainly have not played all VR titles on VR1, but imho only Eagle Flight felt hard to convert to flat (without major diffidulty adaptation, so kinda still not impossible at all) while Ace Combat was almost an entirely different game with VR free view instead of the rather clumsy imho just unenjoyable regular mode, hence it is for me the poster child for what VR games should be, VR-too and sometimes being absolutely better as a consequence. But the rest had no actual business in being VR only and limiting their audience.Indies are VR-only because most of them take full advantage of the medium and wouldn't translate well to flat screen and traditional controls. Imagine playing Beat Saber with buttons, that would be boring as fuck.
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.
I don't think motion controls work on flat screen, though. (At least not without being abstracted/simplified to Wii levels) Beat saber would be way harder without depth perception and without having awareness of the position of your hands in 3D space. In VR you kind of "know" where your hands are without even looking so your moves come out naturally.I certainly have not played all VR titles on VR1, but imho only Eagle Flight felt hard to convert to flat (without major diffidulty adaptation, so kinda still not impossible at all) while Ace Combat was almost an entirely different game with VR free view instead of the rather clumsy imho just unenjoyable regular mode, hence it is for me the poster child for what VR games should be, VR-too and sometimes being absolutely better as a consequence. But the rest had no actual business in being VR only and limiting their audience.
Beat Saber could and should be a Move (2) game though. Waggle and wii is in the past but I wonder why Sony did not make those new VR controllers also kinda regular controllers, for another Sports Champions3, Move Fitness 2, hell even Wonderbook or whatever (and make those certainly NOT Move2 exclusive either, with motion sensors in the Dualsense it is not really quintessential) and also usable for anything else too as another PS5 compatible controller. The market might not be again huge, but at least the controllers could be again an intermediate step for some, making the headset then an additional bit cheaper final step. A boxing game would be perfectly fine on flat then, like Fight Night with regular controller option, but aimed as a Move2 game, and this same boxing game might be a bit better in VR, but also worse due to actually sweating in the helmet being not really fun. So having both options is always the best solution.
The whole ecosystem should try to be open and not limit itself to some nonsensical VR has to be this and that only and regular can't be included while it almost always can.
I have no idea. I assume -for the few dozens of games I know- most of them are multiplatform, some of them timed exclusives for either Meta or Sony, and a few exclusives. Same as in consoles.
Firewall Ultra and Ghostbusters are Sony published games, so first party.
Because if PC players get a taste of those PSVR2 games they will want more, which means they'll buy a PS5. Or something. That's what some people here said for Sony's strategy regarding PC ports.
Personally I am not opposing that idea.
When I said that I meant the percent of worlwide game revenue generated by PC gaming (all stores) is similar to the one generated by console gaming (Sony+Xbox+Nintendo). Depending on the recent year or market analysis firm, or if counting or not certain things sometimes PC is bigger, sometimes console is bigger.
I don't remember the proportion regarding amount of users, but as I remember it was bigger in PC.
I don't have recent numbers, but a few years ago Steam had between 80% and 90% of the PC market (I assume not counting Chinese stores). Regarding OS, even a bigger percentage for Windows, almost the 100%.
Steam has a way larger yearly amount of game releases than all 3 consoles combined. As a reference, last year 14K games were released on Steam, while recently a folk investigated the amount of PS5 games that had only 30fps and said that there are 3140 PS5 games. Not released last year, but in total.
When they announced the PS4 BC for PS5 they said that there were between 4000 and 5000 PS4 games.
And this is PS, which receives more releases than Switch and Xbox.
You have to consider that many Asian devs only publish on PC, and that many indie devs only publish on PC.
I don't know, how many of the 14K+ games released last year on Steam is going to make people to pay >$1000 for a gaming PC?
No, it's just a fact that debunks the myths that it haz no gamez and that Sony didn't make an effort to build a catalog.
For me any Sony bad news with Bloomberg as source, and Mochizuki in particular, is a fake new unless it gets officially confirmed. Because it's more likely to be the case than being confirmed.
Sell way better because they aim for standalone lower quality visuals, which require cheaper costs. And on top of that, Meta has a ton of money and profits so they don't care about losing a lot of money per unit sold. So they can afford to sell the devices way cheaper. Being standalone, not being tied to other device makes it cheaper and more accesible to people.And if something like the Quest 2 or 3 are selling way more than the PSVR2, then one or more device features (this can include price) on the PSVR2's front isn't faring well compared to alternative offerings.
Yes, and don't forget Scalebound, Bayonetta and New Super Mario.I'm not against the idea of porting some games to entire PC users to consider getting a PS5, either. But the keyword there is some; Sony's basically ported their whole slate minus a few titles. And even more could likely be coming later this year, like GT7 or even GOW Ragnarok going by the Nvidia leak.
I'd prefer a minimum of 3 years, around half a generation. But well, Sony has been making different tests and continue doing them. I assume they'll find the right spot for them if already didn't find it.Simply don't think 2 years is enough of a gap to tempt would-be buyers on PC to get the game on console or get a console to play the game, when the number of exclusives to the console are very few and there are so many games coming out these days, they can probably wait out the time for a port and just play other games in the meantime. The port'd end up coming to PC before they even know it, 2 years would probably feel like 1 year or even less to them.
So IMO those are the areas Sony've screwed up with their PC strategy so far: way too many games ported in too little time. So what should've been a strategy to entice people on other platforms like PC to buy a PS5 and buy more 1P & exclusives on the console, has probably turned into making many of them simply stick to their PC since they feel they can count on a PC port in short time, or Day 1 for GAAS titles.
Most of these PCs aren't for gaming. Can't remember the number but the gamer population was way smaller, I think it was a few hundred millions.Well, there are like 1-2 billion PCs in the world active, I'd imagine, so that's a lot more potential usage and users. Despite that the amount of revenue in PC gaming is at best only marginally higher than the consoles.
And at least one of those console platforms, Xbox, has actively sabotaged its own revenue potential with various business strategies the past 7 years which haven't panned out for the best (for the console).
They are game releases: not mods, not dlcs, not betas. Like in the until now >3000 PS5 games and >4000 PS4 games published until now (not just last year), we talk about game releases (including both F2P and paid games).Yeah but a lot of those 14,000 games are fan mods, free games, not even complete games in some cases, and I'm sure some are updates for existing games as well. We aren't talking anything on the level of 14,000 B2P retail AAA or AA software releases on Steam vs. PS5.
You can view your PS5 2D content in PSVR2, like Netflix or Youtube. There's an alternative app to do (I don't remember its name) in Quest that is coming to PSVR2.Probably not that many. But PCs provide other use-cases beyond just gaming, something the PSVR2 as a device can't do. It doesn't even allow for VR viewing of 2D/traditional films or television content, which even cheaper VR headsets like the Quest provide.
It depends on your personal preferences for each niche. And the main reason PS dominated the other consoles almost all the generations has been having a huge library that covered well all niches, more than the sales of the exclusive games.Yeah but most of those games are either small-impact titles or late ports. Historically, those don't do anything to drive sales of a console or peripheral on their own. They only have a benefit if there's also enough high-value exclusive content for that system to pair alongside them.
If the reports of Sony having paused production are true, can also mean they just paused it for a week or two and that the amount of unsold inventory isn't a big deal.Hey, I'm definitely not saying this is 100% accurate because the source is an ass with a hateboner for PlayStation. This is well-known.
That said, IF it turns out to be true, and if PSVR2 sales have slowed down considerably, there's probably enough circumstantial evidence around to suggest why that is the case.
Hi Sony, I know you read GAF (especially six pages deep) so I’ll just give you step-by-step instructions for how to turn this around.
1. Price cut to $399
2. Backwards compatibility on most of the PSVR 1 games
3. Create a usb-C/HDMI adapter and open PSVR 2 to PC play (you can even release your own storefront if you want).
4. Pay Valve any amount of money they want and have them port Half-Life Alyx
Boom. That’s literally it. You don’t even have to make new games. If you follow those steps, it’ll be enough to sell a few extra million units by barely lifting a finger, you lazy shitturds.
Just a slight note here. The PSVR1 setup is cumbersome as is, making it work with PS5 is only an adapter to one of the cables (from the camera).The PSVR1 isn't even compatible with the PS5. At least not in a straightforward way. You need extra gear to make it work and that is cumbersome.
VR has so many bottlenecks at the moment that if I were working at Sony, I would push to shelve VR a few years and release a stand-alone device.
no its not£550 is too much just to make GT7 an even better experience.
I'm not against the idea of porting some games to entire PC users to consider getting a PS5, either. But the keyword there is some; Sony's basically ported their whole slate minus a few titles. And even more could likely be coming later this year, like GT7 or even GOW Ragnarok going by the Nvidia leak.
Simply don't think 2 years is enough of a gap to tempt would-be buyers on PC to get the game on console or get a console to play the game, when the number of exclusives to the console are very few and there are so many games coming out these days, they can probably wait out the time for a port and just play other games in the meantime. The port'd end up coming to PC before they even know it, 2 years would probably feel like 1 year or even less to them.
So IMO those are the areas Sony've screwed up with their PC strategy so far: way too many games ported in too little time. So what should've been a strategy to entice people on other platforms like PC to buy a PS5 and buy more 1P & exclusives on the console, has probably turned into making many of them simply stick to their PC since they feel they can count on a PC port in short time, or Day 1 for GAAS titles.
I think it's about crafting or adapting experiences that are fundamentally better in VR to the point there feels like no other way to play it without it being compromised.I don't know if this is now outdated, but I recall before Quest 3, that Meta was saying that they had an issue w/ retention. That people were buying the product, but that they couldn't get people to use it very often. This is basically my perception about VR in general. That it's fun for the first few times you use it, but that it's not something I would use constantly. Idk if Meta has now solved this problem, but this seems like a limitation for VR. Sony could be doing more to sell more units, but is this really something anyone should be invested in at a large scale at all?
Well, not sure what is the problem that Sony basically ported their whole slate minus a few titles. Gives them more profit revenue to cope with the increasing development cost of games. Besides not all games will be ported anyway like Destruction All Stars and Astro’s Playroom.
I have no idea how this trojan horse strategy works, you’ll have to ask ‘em. I am merely repeating their words.
You're showing the problem as you type this. The revenue from the PC ports hasn't been great, and the actual profits are even lower. There is also the question of opportunity cost, in if the strategy is causing longer-term decrease in console demand. We don't quite have evidence of that yet, but we can maybe see some of that setting in now. For example, the price cut across Europe, which is probably counter to what Totoki would've wanted in order to drive hardware sales to hit the FY target (and even then, they might come up a bit short).
We might see some substantive evidence depending on how PS5 Pro sells; there's a theory that Sony've held back on 1P title reveals to coincide with the Pro. I don't really support that idea, but if it's true then you'd have to ask if the opportunity cost was worth it, delaying reveals of so many games just to stimulate initial PS5 Pro sales. Especially when a good amount of would-be Pro buyers can see the pattern setting in for PC ports, and would still weigh that in when buying a Pro.
And just IMO, a potential reality where the only PS5 1P exclusives by 2025 could be Astro's Playroom, Destruction All-Stars and Spiderman 2 is....well it's just laughable honestly. It's nothing against the games (well, nothing against Astro and Spiderman 2 anyway), and more about realizing "It's been 4 years and I've got a whopping 3 games to show off as content differentiators for my own console hardware!" .
Like imagine you were in the market for a new PS5 now and considering what exclusives are there, then realizing the total number can be counted on one hand. Yes most casual & mainstream customers wouldn't care about this at all, and most of the hardcore & core who would, already bought a PS5 earlier. But you'd still have some hardcore & casuals picking up a system in the latter years, maybe they're hardcore PC, Xbox or Nintendo gamers for example. So the exclusives would matter more to them, and not seeing many genuine 1P exclusives would make them question what other exclusives are there (if any) and if the system would be worth buying when most of the other games are on a platform they already own.
And for sure, hardcore & core who purchased a console at launch or in the first couple of years, some of them are going to look at the porting strategy and remember it for when new hardware releases. If they feel a certain way, they may choose to skip buying the next console if they feel waiting for a port would be worth it instead.
We're all kinda wondering the same thing especially after the past couple of years.
Sounds just like Nintendo with the Wii U!Step 1: Release a new platform
Step 2: don't support or advertise it at all
Step 3: Pikachu face when it doesn't sell
Typically Mochizuki (or optionally Jason) Bloomberg articles with bad news about Sony are just fake news hit pieces with lies or half lies that get debunked after a few days or weeks when Sony says something about the topic.
These VR headsets can only exist on PC, they need the flexibility of modding and access to the wealth of content that only exists on PC.
Go on Steam and see how many VR Only games there are vs the VR library on PlayStation.
Jason reported it was cancelled when it wasn't (got even publicly debunked by ND), got cancelled way later. He reported Sony was going to befocused in only on a few of their top selling big franchises when around half of their games under development were new IPs and they had more games under development than ever, plus just had opened a new division to support indies.you mean like Jason’s reporting on how TLOU Factions was struggling, which was proven right?
I think it’s clear to see that the headset is certainly not selling as fast as Sony would have wanted.