PSVR2 Review Units Sent Out, LOTS of Surprises coming before Launch

How can something be a flop if it's simply augmenting your existing platform and is profitable?

PSVR2 just needs to grow their VR business beyond 5M to be a success, and it will easily do that over the lifetime
 
Please ignore that guy, he "Retired" and keeps trolling people in his discord (he did same last week with last of us reveal)

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Mrw GIF
 
How can something be a flop if it's simply augmenting your existing platform and is profitable?

PSVR2 just needs to grow their VR business beyond 5M to be a success, and it will easily do that over the lifetime
Among the vr youtubers I've been seeing on youtube the quest 2 is the most popular vr headset. And so many of them are getting vr2.

Sony is smart If they get all these youtubers free headset you won't hear about the price more than the games it has
 
Not at all. That would indeed be trolling. How about let's not be black and white about the discussion, and have mature dialogue?
Sure, instead of saying "it's gonna fail" over and over without any number prediction, define your view of fail.
Fail from a consumer point of view or company POV?
 
Sure, instead of saying "it's gonna fail" over and over without any number prediction, define your view of fail.
Fail from a consumer point of view or company POV?
Sure, both. Now will there be some that love of it? Of course. Overall, though, PSVR2 will be a failure from a consumer point of view and company POV.
 
Sure, both. Now will there be some that love of it? Of course. Overall, though, PSVR2 will be a failure from a consumer point of view and company POV.
They only need to make one cent more than it costed to develop, manufacture and distribution/marketing for it to be profitable.
PSVR1 was profitable, even the Vita was profitable in that sense and development of psvr2 was less than PSVR1 since they didn't start from scratch.
It's really hard for it to fail when it only needs to sell a couple of millions in its lifetime to pay itself, the max that can happen is it not being as profitable as desired.
 
I mean shit, if ya'll are calling out P Poppyseed , I'll gladly step in and agree with them.


PSVR 2 is going to be a failure.


And I'll go ahead and put out some numbers as well:

Considering the first PSVR sold ~ 4 million units in its first 2 years on the market, I'd say that 3 million in the first year for PSVR 2 would be a failure and 2 million would be a complete flop.

PSVR was a niche product and Sony needs to expand that market with PSVR2. If they aren't able to do that, it's a failure.

4 million in the first year would be okay, 5 would be good, 6+ would be great.
Cheers for that. Some interesting numbers you put out there. I'd have to compare some data (number of PS4s vs PS5s out there etc etc) and of course PSVR2 is more expensive than PSVR1 (inflation be damned etc). But in general we're in agreement.

I'm really looking forward to Quest 3, personally, and I don't fully understand why we're not seeing Sony focus on wireless VR like with Quest 2. Alyx on Quest 2 over basic Wi-Fi to my gaming PC is something special. With a proprietary signal from PSVR2 to PS5 it would have been that much better. The only positive is no battery weight, but a cable is still a tough pill to swallow.
 
I'm really looking forward to Quest 3, personally, and I don't fully understand why we're not seeing Sony focus on wireless VR like with Quest 2.

1. It reduces quality/fidelity

2. It increases cost significantly

I'm not looking forward to Quest 3 at all, seems like a very insignificant improvement
 
Cheers for that. Some interesting numbers you put out there. I'd have to compare some data (number of PS4s vs PS5s out there etc etc) and of course PSVR2 is more expensive than PSVR1 (inflation be damned etc). But in general we're in agreement.

I'm really looking forward to Quest 3, personally, and I don't fully understand why we're not seeing Sony focus on wireless VR like with Quest 2. Alyx on Quest 2 over basic Wi-Fi to my gaming PC is something special. With a proprietary signal from PSVR2 to PS5 it would have been that much better. The only positive is no battery weight, but a cable is still a tough pill to swallow.
Because then it would be like every other low-mid level VR headset out there
 
disagree all you like, I'd still rather have high end VR than low-mid level VR

Give me ETFR over wireless any day (especially if games like Horizon, GT7 etc keep coming out instead of the mobile limited VR we currently have to put up with)
Have you tried Half Life Alyx over wireless AirLink etc from a decent PC to the Quest 2? It's extraordinarily impressive. You do know the resolution per eye for the Quest 2 is almost the same as the PSVR2, right? Now of course the technology isn't as good in the Quest 2 (lenses, power etc), but even still…

And as mentioned before, VR racing is just sickness inducing unless you have an actual rig that moves left and right. I'm all for AAA games, but VR isn't the platform for them.

Time will tell, of course.
 
I mean shit, if ya'll are calling out P Poppyseed , I'll gladly step in and agree with them.


PSVR 2 is going to be a failure.


And I'll go ahead and put out some numbers as well:

Considering the first PSVR sold ~ 4 million units in its first 2 years on the market, I'd say that 3 million in the first year for PSVR 2 would be a failure and 2 million would be a complete flop.

PSVR was a niche product and Sony needs to expand that market with PSVR2. If they aren't able to do that, it's a failure.

4 million in the first year would be okay, 5 would be good, 6+ would be great.

I kinda agree with you. The only difference is, I think it'll succeed. But 3 million in the first year will be a 50% improvement over PSVR1. So that's not a failure. 3 million in the first year is triple what the SteamDeck sold in it's first year. I think it would be in the "Okay" terrority to me. Plus it's at least $1.6 Billion in revenue. That's not a failure.


Totally agree here. I think 3 million first year is a great start and should hopefully see Sony support the headset more.

What did vita sell first year? That got uncharted golden abyss right. Then how did first party content look?

I think 3 mill should net successful games around d 250 to 300k in software sales so hopefully that's enough to invest in some decent games and not just "shooting alleys"
 
Have you tried Half Life Alyx over wireless AirLink etc from a decent PC to the Quest 2? It's extraordinarily impressive. You do know the resolution per eye for the Quest 2 is almost the same as the PSVR2, right? Now of course the technology isn't as good in the Quest 2 (lenses, power etc), but even still…

And as mentioned before, VR racing is just sickness inducing unless you have an actual rig that moves left and right. I'm all for AAA games, but VR isn't the platform for them.

Time will tell, of course.
What the hell are you talking about with this absolute drivelling nonsense?

Racing/cockpit games are the absolute ideal genre for VR gaming. Your attempt at indirectly denigrating GT7 and PS5/PSVR2 for lack of support for fully articulated racing rig is frankly absurd and worthy of a ban IMO. It's not an opinion that holds any merit and is misleading and untruthful at best.
 
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Have you tried Half Life Alyx over wireless AirLink etc from a decent PC to the Quest 2? It's extraordinarily impressive. You do know the resolution per eye for the Quest 2 is almost the same as the PSVR2, right? Now of course the technology isn't as good in the Quest 2 (lenses, power etc), but even still…

And as mentioned before, VR racing is just sickness inducing unless you have an actual rig that moves left and right. I'm all for AAA games, but VR isn't the platform for them.

Time will tell, of course.
You see this is what I was trying to point out, current low-mid end VR isnt suitable for AAA games (yes you can do it wirelessly but you still would need a beefy PC to do it), thats why Sony have gone the ETFR route, they want to do AAA, whether thats VR native games or hybrid games. Headsets like the Quest 2 rely a lot on native support for the headset meaning you are limited to mobile like VR (Quest 3 will not change that).

I think AAA is exactly what VR needs to give it a kick up the backside or we are never moving on from 'experiences' and 'demos'.

Also, I have never had any issues with racing games, for the first couple of months it was actually games that required moving around that was the problem (using direction controls), especially when you went up and down stairways, but racing and flight sims never an issue.
 
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Not as impressive as a cable

We don't even know if eye tracked foveated rendering is possible without a cable either, likely too much latency
I'd say its possible to a degree, its just that they cant guarantee that all the time and for every user and ETFR latency needs to be low constantly so that it is effective/doesn't cause visual issues.
 
Have you tried Half Life Alyx over wireless AirLink etc from a decent PC to the Quest 2? It's extraordinarily impressive. You do know the resolution per eye for the Quest 2 is almost the same as the PSVR2, right? Now of course the technology isn't as good in the Quest 2 (lenses, power etc), but even still…

And as mentioned before, VR racing is just sickness inducing unless you have an actual rig that moves left and right. I'm all for AAA games, but VR isn't the platform for them.

Time will tell, of course.
Definitely not true.
 
Have you tried Half Life Alyx over wireless AirLink etc from a decent PC to the Quest 2? It's extraordinarily impressive. You do know the resolution per eye for the Quest 2 is almost the same as the PSVR2, right? Now of course the technology isn't as good in the Quest 2 (lenses, power etc), but even still…

And as mentioned before, VR racing is just sickness inducing unless you have an actual rig that moves left and right. I'm all for AAA games, but VR isn't the platform for them.

Time will tell, of course.
Embarrassed Shame GIF
 
And as mentioned before, VR racing is just sickness inducing unless you have an actual rig that moves left and right. I'm all for AAA games, but VR isn't the platform for them.
We already has first reaction of gt7 vr by people like SuperGT who does like 0 vr content and even he said he felt completly fine after 1h of playing it.
 
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Have you tried Half Life Alyx over wireless AirLink etc from a decent PC to the Quest 2? It's extraordinarily impressive. You do know the resolution per eye for the Quest 2 is almost the same as the PSVR2, right? Now of course the technology isn't as good in the Quest 2 (lenses, power etc), but even still…

And as mentioned before, VR racing is just sickness inducing unless you have an actual rig that moves left and right. I'm all for AAA games, but VR isn't the platform for them.

Time will tell, of course.
I played both Driveclub VR and Wipeout VR with zero issues.
 
Well if it fails it won't be due to hardware. They didnt copy and paste anything here and it's obvious.







PSVR2 has among the best specs of anything available and solves problems others don't. You know how this works though which is good. Other hardware makers will adopt and push forward now.







I can't wait until the 15th arrives you are about to see some gushing reviews. The hardware makers did their thing let's hope the public is ready, and the games makers to convince them t

hey need this.
 
1. It reduces quality/fidelity

2. It increases cost significantly

I'm not looking forward to Quest 3 at all, seems like a very insignificant improvement
You don't know what you're talking about. I airlink PC VR games to my Quest 2 all the time. And the quality is remarkable. I'm astonished by how well it performs and how good it looks.
 
I played both Driveclub VR and Wipeout VR with zero issues.
I did not, and nobody I know did, either. It's vomit-inducing. Am I saying 100% of people will have this reaction? Nope. Will many? Yep. Again, let's pick up this conversation in a little while.
 
Link to stats for "you use a cable"?

Do you even own a quest mr expert who didn't know airlink existed and has been fully supported as part of the os for a long time?
Oh, seems your reading ability has taken a hit when you fell off your high horse? "although wireless can also be used if you know what you're doing". Quote from what I said.
 
Oh, seems your reading ability has taken a hit when you fell off your high horse? "although wireless can also be used if you know what you're doing". Quote from what I said.

You talked like it's some sort of hack when it's a primary feature, plug and play for some time now. This shows you don't know what you are talking about.

The implication that you can only use wireless if you "know what you are doing" is flat out wrong. Both the wired and wireless features are part of the oculus app you have to load either way.
 
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One cable... One not very thick cable...
The bitching people are doing over a single cable.
"I want 8k per eye for 100$ and wireless, but ultra light with 8h gameplay battery!!"

We truly live in the age of entitlement.

I remember being happy waiting like 10min for Goonies to load from cassette tape on my MSX and it looked like crap, but i loved it anyway.

*sigh*
 
I did not, and nobody I know did, either. It's vomit-inducing. Am I saying 100% of people will have this reaction? Nope. Will many? Yep. Again, let's pick up this conversation in a little while.
There's definitely a 'training' element to getting VR-legs. At first I was getting a bit light headed from Driveclub for sure, but spending more time with it it got better and I had more resilience to feeling sick in VR experiences.
Driveclub was not a great experience, though. Mostly due to the driving physics being nothing like real life. You somewhat 'strafed' through the corners sometimes and accelerated unnaturally out of them, which definitely causes your brain to go 'wat?'.

But I can definitely see people throw in the towel after a first bad experience. Motion sickness can last for almost a day as well, so that's not worth it.
 
Half Life: Alyx and Astro.
I'm not sure why everyone thinks Half Life Alyx is coming to PS VR2. I can see Valve wanting to keep that game to push sells for their own VR headsets. They might even make a new headset to compete with the Quest and PS VR. Don't see why they would give that game up to Sony. It's not like valve is hurting for money and desperately needs the game to sell.

I'm usually an early adopter with this kind of stuff, but this time around it feels right to hold off a little and see how things go. I have a feeling I might be able to pick this up in a few months for less than the current exorbitant price, and by then we'll have a better idea of what new AAA games will be in the pipeline to justify the purchase. Right now though? I'm happy to wait.
Seeing GT7 made me place another pre-order but the reviews this week will really make or break if I decide to keep this pre-order because the price does still have me on the fence.

There are lots of reasons.

1. They aren't trying to influence regulators as they make decisions that can be influenced by public perception. If public perception is that PlayStation is straight dominating the scene, it makes the ABK M&A much more likely.

2. Managing expectations, especially when it comes to setting timelines for things and providing people with a good work life balance. You really don't see Nintendo announce much well in advance either. So this is really a page out of their book.

3. They don't really have to. Look at GT7 VR mode. Not something they really talked about until they had to. Why announce it early and then have people need to crunch if it isn't ready on time? Then you have to delay which can lower expectations and create concern.

Agree, It doesn't make sense to announce games far in advance. Who really cares about seeing a 1-2min trailer for a game you can't play for 6+ months. I never understood the begging for a "showcase" and all that stuff, but it could just be me getting old and caring less about "previews" for things way out.

Sony knows most of the people buying this day one will be the hardcore audience. The rest will not even think to buy this at that price until more games are out and a price cut happens.
 
You talked like it's some sort of hack when it's a primary feature, plug and play for some time now. This shows you don't know what you are talking about.

The implication that you can only use wireless if you "know what you are doing" is flat out wrong. Both the wired and wireless features are part of the oculus app you have to load either way.
I'm referring back to the original post now, if you're not confident your wireless network can handle the latency and bandwidth (now 801n network etc. which many still use), it won't be a pleasant experience. I explained this in my original post, and it doesn't matter if the software is good and what's not if the network can't handle it well. No need to start insulting people, it doesn't make you look good.
 
One cable... One not very thick cable...
The bitching people are doing over a single cable.
"I want 8k per eye for 100$ and wireless, but ultra light with 8h gameplay battery!!"

We truly live in the age of entitlement.

I remember being happy waiting like 10min for Goonies to load from cassette tape on my MSX and it looked like crap, but i loved it anyway.

*sigh*
And on the Spectrum, it could involve fiddling with a cassette deck and screwdriver for 10 minutes. 😂
 
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