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IDC: 8.8 million VR & AR headsets sold globally in 2022, down 20.9%. Quest 2 sold 7.04 mill, decline blamed on players, economy, & consumer acceptance

https://news.nweon.com/105826
recently released by IDC , the global shipment of AR/VR headsets in 2022 will be 8.8 million units, a year-on-year decrease of 20.9%. The agency noted that the decline was not entirely unexpected due to a limited number of players in the market, a challenging macroeconomic environment and low consumer acceptance.

IDC also pointed out that another important reason for the decline in shipments in 2022 is the impact of a high base in 2021. Due to the epidemic, the metaverse online economy led by Meta Quest 2 will usher in strong growth in 2021. But going into 2022, due to the Quest 2 product cycle and the global economic opening and returning to offline, global AR/VR headset shipments have declined.

According to IDC data, despite the economic downturn, Meta's shipments will still account for nearly 80% (about 7.04 million units) in 2022. In second place is PICO under ByteDance, with a share of 10% (about 880,000 units). Then, Dapeng VR , HTC and iQiyi occupy the 3rd to 5th places respectively. Ranked sixth is Nreal , which will ship nearly 100,000 headsets in 2022 and is number one in the AR market.

Jitesh Ubrani, research manager at IDC, said: "Meta and ByteDance mainly compete in the VR field, while Nreal in the AR market can slowly expand its influence by attracting mobile users. Although AR and VR are still immature, Meta has been able to build a moat for itself through a wide variety of first and third-party content. For this, other giants such as Sony and potentially Apple can generate meaningful Competition, but in the long run it will put pressure on ByteDance and other players like Nreal.”

Research Director Ramon T. Llamas added: "Another area that is gaining traction is mixed reality devices that can switch between augmented and virtual reality. The Meta Quest Pro, due in Fall 2022, and The VIVE XR Elite suite released by HTC this year is a clear innovation in the AR/VR market, and it is not difficult to imagine other manufacturers following suit.

This is a much worse outlook than the CCS report from Dec (which was premature and before the year ended so they added some guesstimates for what the final units would be) which was 9.6 VR-only headsets sold last year.

It appears that VR actually sold less than that, only 8.8 million which was for COMBINED VR and AR numbers, sold last year. Which means VR numbers were not only less than 9.6, but also less than 8.8.

AR itself appears to be all but dead globally. Nreal's sales of VR and AR were around 100k, but they are the LEADERS globally in AR, so whatever number of that 100k that's AR, is the industry leader. It seems AR has been abandoned by the consumer.

Back to VR, of whatever VR headsets sold last year, Quest 2 made up 7.04 million of it, and all active Pico headsets combined sold 880k. Dapeng (Known as DPVR outside of china), HTC, and Iqiyi (who's brand Qiyu is about to release a headset in April to beat Apple by 2 months) make up the rest, which I would guess is probably less than 500k combined globally given whatever the others sold, and whatever AR sold all together makes up the rest of the 8.8.

AR is really surprisingly low, as there's been droves of AR headsets coming out for over almost two years, the low adoption rate by consumers is shocking.

The main 3 reasons given for the lack of adoption is lack of relevant players, the world economic situation, and a low consumer acceptance/adoption, are the reasons given for the decline in VR & AR headsets. The Quest 2's decline is also cited as a major reason.
 
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Sleepwalker

Member
That's a shame about AR, I've had the chance to try those nReal glasses and they are really really good but expensive so it's not surprising.

The quest 3 and PSVR2 launching this year should help see an increase for 2023, one would hope.
 

StereoVsn

Gold Member
Issue for gamers are lack of bug titles, basically. We will see how PS5 does, it even there GT7 is by far the biggest title since Horizon seems a limited experience.

At the same time nobody will invest AAA money into VR game due to lack of audience.
 

StreetsofBeige

Gold Member
VR sales no doubt propped up during covid. Now it's a matter of letting the dust settle to see where it's normalized sales rate is.

If any of you want to see the most erratic sales ever. Read up on Peloton. Sales before covid, during covid, and after covid. It's like the steepest roller coaster ever.
 
VR sales no doubt propped up during covid. Now it's a matter of letting the dust settle to see where it's normalized sales rate is.

If any of you want to see the most erratic sales ever. Read up on Peloton. Sales before covid, during covid, and after covid. It's like the steepest roller coaster ever.

Peloton wasn't even the worst one, companies clearly pushed for market targeting during the lockdowns and the curfews, so did Quest 2 which was a entry-priced escape outside of depression for many people. But people are used to what it had after last year, and it appears that the failure to retain consumers has made it so Quest 2 dropped quite a bit this year.

Very likely someone is going to have to come out very strong to turn things up this year. Whether it's Sony, Apple, Quest 3, Samsung, Pancake or someone else. If that fails to happens that's trouble.

At least VR isn't in the position AR is in, that's basically total collapsed for what happened to AR.
 
Quest 2 sales declined cause of the $100 price hike, everyone knowing Quest 3 is around the corner, and Facebook's failure to fund/develop software.

That didn't happen until June, and then they went back to the discount from October through the rest of the year.

I don't think we can blame the sales drop on the price raise, it seems consumers had their novelty experience and there wasn't many people left that were interested in continuing to buy the Quest 2 two years later.
 

Rudius

Member
Issue for gamers are lack of bug titles, basically. We will see how PS5 does, it even there GT7 is by far the biggest title since Horizon seems a limited experience.

At the same time nobody will invest AAA money into VR game due to lack of audience.
Resident Evil 8 is massive.
 

StereoVsn

Gold Member
Resident Evil 8 is massive.
You can play it on a normal screen though. Need to have exclusives or at least more of other games with large audiences.

We will see I guess. It's a chicken and an egg problem, really. That's why people went crazy over HL:A and we had basically nothing like that since.
 
It seems that in 2021, the VR/AR combined market was up over 90% from 2020, and now it's dropped 20.9%.

I'm assuming that this bump from before was mostly the new novelty and hype caused by the Quest 2 along with tech adoption during the lock downs also helping the Quest 2, so it's likely that now people have had their fill, there's fewer people to pull, especially those who left and fell victim to the retention rate.

So right now it seems that for 2022, the market was aggressively correcting itself like gamestop and amc after January 2021.

My question is based on these results, was that only due to disinterest in the Quest 2 and new headsets releasing this year (in the many) will cause it to go back up, or was it that the Quest 2 reignited a market that was already quickly dying and stabilized it, and once it's gone the other headsets won't be able to pull back buyers?

With so many choices 2023 is going to be as I've said many times, a make and break moment.
 

Haint

Member
That didn't happen until June, and then they went back to the discount from October through the rest of the year.

I don't think we can blame the sales drop on the price raise, it seems consumers had their novelty experience and there wasn't many people left that were interested in continuing to buy the Quest 2 two years later.

It was a major contributing factor no about about it. Much more so than the "Great Depression" experts and talking heads have been promising for 3 or 4 years now, as every restaurant and grocery store lines their walls in $20/hr help wanted signs they can't fill. People are really struggling out there /s.

By the by, their Holiday discount was only $50, still making it $50 more expensive than Pre-Hike. They also ran $50 Holiday discounts when it was $299, making it $249, and gave out games and store credits as well. So again, that $100 price hike was definitely a major factor. That's without even touching on the psychological principle of the matter, i.e. "why would/should I spend $100 more than my neighbor did 2 years ago for the same device?"
 
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It was a major contributing factor no about about it. Much more so than the "Great Depression" experts and talking heads have been promising for 3 or 4 years now, as every restaurant and grocery store lines their walls in $20/hr help wanted signs they can't fill. People are really struggling out there /s.

By the by, their Holiday discount was only $50, still making it $50 more expensive than Pre-Hike. They also ran $50 Holiday discounts when it was $299, making it $249, and gave out games and store credits as well. So again, that $100 price hike was definitely a major factor. That's without even touching on the psychological principle of the matter, i.e. "why would/should I spend $100 more than my neighbor did 2 years ago for the same device?"

Issue is there was already a decline before June before they raised the price. That's the reason why it doesn't make much sense to put too much blame on the price hike.

They were confident enough on post-price hike sales that they released a Quest Pro for $1500 and just cut it by $500 to $999 to try and save it. I think the audience is no longer there.
 
I bought a quest 1, it let me play alot of quest games and let me hook up wireless to Steam VR, I didn't feel the need to buy a new headset yet to contribute to the numbers it's been fucking awesome with this unit.
 

Grechy34

Member
VR is going to be a slow burn and inflation is only going to make it worse. I've had some friends text me and say hey PSVR2 2, do you think it's any good? Immediately realise it's priced at 800AUD (higher then a PS5) and opt out. It's a niche product but there's interest. The way most people see it though is are they going to invest money in a niche, expensive product or console/PC, something they KNOW they will get value from. VR might always have that issue where in terms of consumer wallet value it is at the back of the pack.
 

Rudius

Member
You can play it on a normal screen though. Need to have exclusives or at least more of other games with large audiences.

We will see I guess. It's a chicken and an egg problem, really. That's why people went crazy over HL:A and we had basically nothing like that since.
Maybe I'm too radical, but I think playing a game like that in flat when you can play in VR is a crime.

I didn't even start in TV mode both RE8 and GT7. All VR for me.
 

hemo memo

You can't die before your death
That’s a pathetic number. For how loud the VR crowd is and how aggressive Sony and others are pushing it you think it sold something like 50 million. The market answer to VR is clear yet they keep pushing this thing. A PlayStation Portable would have been a better idea than PSVR2. The PS Vita alone sold almost double the entire global sales of VR&AR and it is considered a massive failure.
 

PanzerCute

Member
That’s a pathetic number. For how loud the VR crowd is and how aggressive Sony and others are pushing it you think it sold something like 50 million. The market answer to VR is clear yet they keep pushing this thing. A PlayStation Portable would have been a better idea than PSVR2. The PS Vita alone sold almost double the entire global sales of VR&AR and it is considered a massive failure.
The market is indeed clear: this is a 30+ billion dollars industry that is supposed to grow by around 15% every year for the next decade.
And regarding portable console, I disagree with you: no one would care anymore, even Nintendo stopped I think that says everything.
 

hemo memo

You can't die before your death
The market is indeed clear: this is a 30+ billion dollars industry that is supposed to grow by around 15% every year for the next decade.
And regarding portable console, I disagree with you: no one would care anymore, even Nintendo stopped I think that says everything.
It is down 20.9% percent. Where are you pulling those numbers from. 15%? Please tell me you are joking. VR is 3D all over again. Better to just drop it now than waste more.
 

K2D

Banned
Interesting - my country's answer to Craigslist is S W A M P E D with Oculus Quest 2 headsets.. That can't be healthy short term for the prospects of the industry.
 

Resenge

Member
Maybe I'm too radical, but I think playing a game like that in flat when you can play in VR is a crime.

I didn't even start in TV mode both RE8 and GT7. All VR for me.
Agreed, I'm happy to get the Capcom treatment and just add a VR mode to flat screen games. RE8 and even RE7 were both much more fun for me in VR than flat screen. The way Capcom has added VR has to be the bare minimum though, Hitman, Borderlands, Fallout VR all were half assed but they could all have been amazing. Borderlands didnt even have coop ffs.


Adding VR to old titles that don't sell anymore is a great way to add some value to old games IMO. Adding VR to older titles makes games fresh and interesting again. Thank god for modders.
 
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RoboFu

One of the green rats
The decline is because there are not any new great games for the masses. Haven’t been for a long long time. The masses got beat saber they loved .. then nothing.
 

SkylineRKR

Member
I had a PSVR but I don't care about VR much. I didn't even use it much after a few months and my adoption rate was really low, a few bargain purchases and freebies basically.

I won't buy PS VR 2 anytime soon either. Its just the headset itself I don't like. Whenever I stop and play normally I have a better time, and the non-VR games are much better.
 

PanzerCute

Member
It is down 20.9% percent. Where are you pulling those numbers from. 15%? Please tell me you are joking. VR is 3D all over again. Better to just drop it now than waste more.
https://www.grandviewresearch.com/industry-analysis/virtual-reality-vr-market
https://www.statista.com/outlook/amo/ar-vr/worldwide

There you go.
And by the way, headset sales are just a fraction of the industry.

And if you add AR and other stuff, the market is actually WAY bigger than that :
https://www.psmarketresearch.com/market-analysis/augmented-reality-and-virtual-reality-market

So what I meant is that, YES, this is not the ROI and "get the sweet money" timeline for VR and AR, we are still at the "mass investment to get a good position when things pay off" stage, because every metric shows that this indeed will be a huge and profitable market down the line.

EDIT : And I would add that I don't think that VR gaming will be more than a niche in the future, I'm a VR enthousiast but not a dreamer. And tbh I don't really care if it takes off or not, I just enjoy what I can while it lasts.
 
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StereoVsn

Gold Member
Maybe I'm too radical, but I think playing a game like that in flat when you can play in VR is a crime.

I didn't even start in TV mode both RE8 and GT7. All VR for me.
I don't think there are enough folks who are going to spend the money on headsets for this sort of thing though. Yes, there are enthusiasts, but that market seems to be mostly tapped now.

We will see how things go with PSVR2 sales over this year I guess. But even then, first buyers will also be enthusiasts.
 
The decline is because there are not any new great games for the masses. Haven’t been for a long long time. The masses got beat saber they loved .. then nothing.

I'm not even sure they loved it that much given only 4M Beat Saber sold.

Remember the game was a top seller on more than just Quest Virtual Reality, and still only sold that much.

https://www.grandviewresearch.com/industry-analysis/virtual-reality-vr-market
https://www.statista.com/outlook/amo/ar-vr/worldwide

There you go.
And by the way, headset sales are just a fraction of the industry.

And if you add AR and other stuff, the market is actually WAY bigger than that :
https://www.psmarketresearch.com/market-analysis/augmented-reality-and-virtual-reality-market

So what I meant is that, YES, this is not the ROI and "get the sweet money" timeline for VR and AR, we are still at the "mass investment to get a good position when things pay off" stage, because every metric shows that this indeed will be a huge and profitable market down the line.

EDIT : And I would add that I don't think that VR gaming will be more than a niche in the future, I'm a VR enthousiast but not a dreamer. And tbh I don't really care if it takes off or not, I just enjoy what I can while it lasts.

You're using bad data and projections. Remember, they projected a big increase for 2022, what happened?
 
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PanzerCute

Member
You're using bad data and projections. Remember, they projected a big increase for 2022, what happened?
I am not saying these reports are perfect and that everything will happen, but these are not bad data, they come from educated and specialised firms that analysed extensive amounts of data from the whole industry. All these reports show different numbers in terms of market size and volume, as VR can have some broader definition (VR+AR, Extended Reality, B2B vs B2C, Pure gaming VR etc..), but they all agree on a fast-paced growth in the coming years.

If you have 4000 dollars, you can also buy this more in depth one focus on gaming, done by a very competent firm in London and released in January of this year.
https://www.thebusinessresearchcompany.com/report/virtual-reality-in-gaming-global-market-report#:~:text=The global virtual reality in,least in the short term.
Or you can access many, many others online easily.
All the reports basically say the same.

But if you have better data to show me, I'd happily read it: as mentioned before, I'm enthousiastic about VR but I'm not a VR integrist who doesn't want to face reality. I just try to understand that market and its evolution, and for now these are the only relevant data that can be found.
 
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I am not saying these reports are perfect and that everything will happen, but these are not bad data, they come from educated and specialised firms that analysed extensive amounts of data from the whole industry. All these reports show different numbers in terms of market size and volume, as VR can have some broader definition (VR+AR, Extended Reality, B2B vs B2C, Pure gaming VR etc..), but they all agree on a fast-paced growth in the coming years.

If you have 4000 dollars, you can also buy this more in depth one focus on gaming, done by a very competent firm in London and released in January of this year.
https://www.thebusinessresearchcompany.com/report/virtual-reality-in-gaming-global-market-report#:~:text=The global virtual reality in,least in the short term.
Or you can access many, many others online easily.
All the reports basically say the same.

But if you have better data to show me, I'd happily read it: as mentioned before, I'm enthousiastic about VR but I'm not a VR integrist who doesn't want to face reality. I just try to understand that market and its evolution, and for now these are the only relevant data that can be found.

The broader definition is used to obfuscate numbers.

Now that we have the numbers, it's clear that everyone before was not only wrong, but massively so.

Virtual Reality is dead, and will be put to sleep again until it comes back years from now along with 3D again. Just to die again.

VR is never going to be like the movies or concept videos, and the ones in the movies are subtle authoritarian with dystopic tones anyway.
 

PanzerCute

Member
ThNow that we have the numbers, it's clear that everyone before was not only wrong, but massively so.

Virtual Reality is dead, and will be put to sleep again until it comes back years from now along with 3D again. Just to die again.

VR is never going to be like the movies or concept videos, and the ones in the movies are subtle authoritarian with dystopic tones anyway.
Well show me the numbers then, instead of announcing the doom of an industry with nothing to back what you say.

You only have one article that explains that headsets sales dropped in 2022 (which is kind of logical as sales skyrocketted in 2020-2021 with lockdowns, and had to go back to a normal pace at some point. Like what happened to PS+ which lost 4% of subscribers in 2022).

Oh and if you want another metric, know that Meta Quest 2 sold 20 million units, which is equivalent to Xbox series sales number. Would you say that xbox is "dead and will be put to sleep" too then? Of course, not.
And what do you think of the success of Steam Deck? That sold an incredible amount of .... 1 million?

A bit of nuance would be nice.
 

Gamer79

Predicts the worst decade for Sony starting 2022
They need to blame lack of quality games. I have had a quest 2 for over a year now. The store is full of bullshit and low quality games. There just isn't enough quality software.

When games like job simulator are one of the most sold games that speaks volumes.

Come out with gold games on a regular basis will solve their issues.
 
They need to blame lack of quality games. I have had a quest 2 for over a year now. The store is full of bullshit and low quality games. There just isn't enough quality software.

When games like job simulator are one of the most sold games that speaks volumes.

Come out with gold games on a regular basis will solve their issues.

Actually Job Simulator hit 1 million before Quest 2 came out.
 

Minsc

Gold Member
I had a PSVR but I don't care about VR much. I didn't even use it much after a few months and my adoption rate was really low, a few bargain purchases and freebies basically.

I won't buy PS VR 2 anytime soon either. Its just the headset itself I don't like. Whenever I stop and play normally I have a better time, and the non-VR games are much better.

I get that, I don't really "like" the headset either, but god damn, the games are SO much better in VR for me. RE8 in VR is a friggen trip. Flat it loses so much from the experience. Same for GT7, really hard to describe how much VR transforms it for me and others, the game is way less fun flat. Horizon is also a pretty awesome experience, I can understand the climbing gets tiresome quick for some, but being in the world - you just don't get the same sense of scale flat. And tons of other games like Rez Infinite with the eye tracking, again impossible to experience flat, and so on.

It's a shame VR is tucked behind such an archaic design of hardware (I'm talking about every headset). If only it were a lot more accessible - like a pair of sunglasses or some piece of hardware that transforms your room like a holodeck I guess, because I'd love to see basically every single game released support it.
 
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lukilladog

Member
I'm still waiting to see how sony relaunches PSVR2, because almost no one is playing with the thing at twitch, there are 3 viewers for Call of the Mountain ATM. I could see some enthusiasm for psvr1, but this seems DOA. Sony has to act quckly with a bundle and a price slash.
 

Resenge

Member
I'm still waiting to see how sony relaunches PSVR2, because almost no one is playing with the thing at twitch, there are 3 viewers for Call of the Mountain ATM. I could see some enthusiasm for psvr1, but this seems DOA. Sony has to act quckly with a bundle and a price slash.
giphy.gif
 

DonkeyPunchJr

World’s Biggest Weeb
If anybody can save VR it’s Apple:

My totally uninformed speculation: Apple’s headset will make a couple innovations that seem obvious in retrospect but nobody else thought of, and it’ll capture the public’s imagination. Then Meta/Sony/HTC etc will copy it with lightning speed.

Just like Apple didn’t make the first smartphone, tablet, MP3 player, smart watch, wireless earbuds, etc. but they were arguably the first ones to do it right, and to market it in a way that got people’s attention.
 

Minsc

Gold Member
If anybody can save VR it’s Apple:

My totally uninformed speculation: Apple’s headset will make a couple innovations that seem obvious in retrospect but nobody else thought of, and it’ll capture the public’s imagination. Then Meta/Sony/HTC etc will copy it with lightning speed.

Just like Apple didn’t make the first smartphone, tablet, MP3 player, smart watch, wireless earbuds, etc. but they were arguably the first ones to do it right, and to market it in a way that got people’s attention.

If their innovations are part of the $3000 price, I don't know how successful copying it will make the other VR headsets at least at first. Not even sure that price would fly with the PC VR market, certainly not in the 10s to 100s of millions sold numbers.

I am curious, because even their smartwatches have shitty battery life, which is one of the reasons I have no interest in them, and battery life = weight, so I wonder how they'd get an all-day VR headset with no cables and that makes people want it.
 

PanzerCute

Member
Are you so full of desperation you forgot you're posting in a thread with an op who posted the actual numbers?
He just posted the number of headsets sold, whose drop is understandable. Thats only a fraction of the industry, that according to relevant people is growing fast.

And please, why are you talking to me like that? I have been more than polite with you and give you detailed posts with references, but you HAD to start your answer by a pathetic "are you full of desperation" while I stated numerous times that I dont care if the industry fails or not.

Oh and of course you dont reply on any of the informations I gave you because you have absolutely nothing to say and it doesnt fit your narrative.

I dont have time for that teenager rhetoric, sorry. Have a nice day.
 
If their innovations are part of the $3000 price, I don't know how successful copying it will make the other VR headsets at least at first. Not even sure that price would fly with the PC VR market, certainly not in the 10s to 100s of millions sold numbers.

I am curious, because even their smartwatches have shitty battery life, which is one of the reasons I have no interest in them, and battery life = weight, so I wonder how they'd get an all-day VR headset with no cables and that makes people want it.

Nothing about battery regarding the Apple headset has been reported or leaked out. It's PancakeXR, Facebook, and Shftall that wants you to wear your headset all day. Sure, I'm sure Apple wants you too as well, but nothing has been announced about that or better life yet. Other than that Apple's battery won't actually be in the headset and it'll be a separate thing around your waist.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
AR isn't ready yet for games. It isn't ready yet for anything to be honest. AR is still at least 10 years away from being primetime. The focus should be on VR right now.
 
I agree for the long term (more than 10 years from now). But for now, VR can be successful without AR.

I didn't say anything about VR needing AR.

I said that VR and AR need more than just games to be successful. The industry has already proven this numerous time.
 
https://www.yahoo.com/entertainment/google-glass-just-discontinued-again-140424448.html
  • Google announced Wednesday it is halting sales of the Glass Enterprise Edition.
  • The original Google Glass was axed in 2015, and reintroduced as a business-focused product in 2017.
  • The decision is the latest example that high costs and a general lack of public interest continue to hurt AR and VR products.
Google is halting sales of its augmented reality Google Glass Enterprise Edition, marking the second time the company has axed the product and raising questions about waning consumer interest in the technology.

The tech giant said in a statement Wednesday it will no longer sell Glass Enterprise, effective immediately, noting it will continue to honor software updates and product replacements through September 15. Despite cutting the glasses, a Google spokesperson told Insider the company is "deeply committed to AR" and plans to find ways to integrate the technology into other products.

This is just adding to the surprisingly low adoption of AR shown in this report. It's one thing to be alarmed about the general stats together with VR, but when you realize that almost no numbers would change if you took VR out of this data, news like this makes a lot more sense.

There have been over the years way more AR players than in VR, we just saw more revealed at CES and MWC just recently, and yet the leaders of AR Nreal, sold 100K of both their VR and AR headsets, so who knows what the split is, but that means everyone else has to be pretty damn bad in AR.

AR has had the form factor, and recently the last few years in many cases, the price, and yet it has almost no traction, but doing way way worse than VR.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
https://www.yahoo.com/entertainment/google-glass-just-discontinued-again-140424448.html


This is just adding to the surprisingly low adoption of AR shown in this report. It's one thing to be alarmed about the general stats together with VR, but when you realize that almost no numbers would change if you took VR out of this data, news like this makes a lot more sense.

There have been over the years way more AR players than in VR, we just saw more revealed at CES and MWC just recently, and yet the leaders of AR Nreal, sold 100K of both their VR and AR headsets, so who knows what the split is, but that means everyone else has to be pretty damn bad in AR.

AR has had the form factor, and recently the last few years in many cases, the price, and yet it has almost no traction, but doing way way worse than VR.

Because right now due to where the hardware and more importantly the software technology is.......VR is where it's at. However long it will take VR to be mainstream, expect an additional 5 year on top of that for AR to be mainstream. The interest can't increase if the tech and developers can't get people a reason to want AR.

Right now, people can at least see real VR in action and make a choice. We don't have enough real AR real-world applications.
 

Mozza

Member
Because right now due to where the hardware and more importantly the software technology is.......VR is where it's at. However long it will take VR to be mainstream, expect an additional 5 year on top of that for AR to be mainstream. The interest can't increase if the tech and developers can't get people a reason to want AR.

Right now, people can at least see real VR in action and make a choice. We don't have enough real AR real-world applications.
Or enough people wanting to buy it, there are more than enough options and software, for it to have made a much bigger impact by now.
 
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