Eddie-Griffin
Banned
https://news.nweon.com/105826
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.
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.
Last edited: