That isn't an official list, just what someone could cobble together. Alyx had sold 680k before the launch of Quest 2 from links I could find so is almost definitely over a million by now.
It wasn’t Half-Life 3. No surprise for me. I doubt Horizon Call of the Mountain will get the motor running for PSVR2 for the same reason. What people want is the real deal, no side crap. A full scale big budget Half-Life 3 which is highly anticipated by the whole industry would be the perfect test to see if VR will ever fly.
How about making a AAAA Half life 3 exclusively for VR instead to kickstart the VR industry?
$300 is a stretch IMO.
Kinect and Move were around $100-150 worth of parts and sales topped out. I know VR is a different kind of experience, but game wise not that much different as they are mostly demo/indie quality games for $20 or $30.
If good sleek VR sets can come out for $100, sales will zoom up the charts but only so much.
Yes but total combined innovation comes out higher than Nintendo's most innovative gameplay.So total combined sales come in at less than Nintendos 14th highest selling switch game.
Jesus, easy to see why most VR games are 3 hour demo type experiences. Hard to imagine a company spending a huge budget on a full length AAA game that will only sell a million or so.
Seems like a hybrid style where VR is an option is the way forward.
If these games are VR's best sellers, yikes.
By the looks of it, if it wasnt for Beat Saber, VR gaming wouldnt even exist.
Lol.
Which all 3 of those games sold more than 2 million, and 2 million was not considered great it was considered good, and made sense for the time. VR proper restarted in 2015, it's now 2023, and this is the result in getting closer to ten years, with during the time over 30-35 million headsets sold. These numbers are terrifying.
Going by the stats, only about 700 people play concurrent at any given time now, and the average play time per owner is only 11 minutes. The median time played is just under 8 minutes. In the last two weeks, the average play time per user is less than one minute.
By the looks of it, either HL Alyx is a super short demo, or it's a game with some decent game length, but most players bail after only 11 minutes.
Most gamers would spend more time fiddling with editing lines and GM options playing a FIFA game for the first time.
they never gave sales numbers. As said above, Steamspy has it between 2-5m. It sold massive amounts of headsets when it was announced.That’s a sad list for sure, but not unexpected
A bit surprised not to see Half-Life: Alyx on there though. They really should make a non-VR version of that game so people can actually play it.
- even 500k is good if the budget fits the expected sales. A badly produced game can sell 5+ million and still flop for a publisher.
- 30-35 million headsets but split platforms. games available on several platforms like Beat Saber and Super Hot sold the best.
RE8 got a VR expansion because RE7 was good for Capcom. That means VR can already bring success.
Moss and Walking Dead sold enough to get sequels.
they never gave sales numbers. As said above, Steamspy has it between 2-5m. It sold massive amounts of headsets when it was announced.
And I think there is a good chance that they have sold a lot more than a million if you include pack-ins. I am sure that most PC Quest 2 users have picked it up. But neither of us know.Depends on what you mean by sales because I doubt Alyx has sold even half of that.
Alyx given away with Index, to people who only brought the index controllers to use with something else, and with a partnership with HTC with Vive.
I'm sure there were some actual purchases too, but I doubt since the first several months from release Alyx has been selling anything more than Xbox One in Japan mid-gen numbers per week. There's a liited amount of PCVR users and even less who use Steam VR.
No it's not you can't ignore the software sales compared to the amount of hardware that has been sold when it comes to determining if an industry is healthy.
And I think there is a good chance that they have sold a lot more than a million if you include pack-ins. I am sure that most PC Quest 2 users have picked it up. But neither of us know.
You are just making up numbers - more than half your list is figures from before or just after Quest 2 launched.
It's a new industry that is still developing. Nobody is betting the farm(other than Meta).
I think PSVR2 will be like the N64/PS1 in how they established the conventions of 3D games. I expect some games like RE1/MGS1/FF7.
I’m just saying there isn’t a real good example of a lucrative market for developers to take advantage of.Yes but total combined innovation comes out higher than Nintendo's most innovative gameplay.
It's a new industry that is still developing. Nobody is betting the farm(other than Meta). Expectations are for steady growth. Developers are learning, tech is improving.
I think PSVR2 will be like the N64/PS1 in how they established the conventions of 3D games. I expect some games like RE1/MGS1/FF7.
When we can play stand alone, wireless, full length VR games with the graphical quality of the highest end PC, on a device this size:
...then it'll be selling the kinds of numbers you get with the Playstation, Xbox or Switch.
It used to be timed exclusive on PSVR1 but Moss 2 is already out on Quest 2, released last summer, so that deal must be over now.I think Moss 2 has a deal with Sony in part, so that may prevent it from releasing on other headsets platforms.
This is the main factor, no matter how many know it alls write walls of text spitting facts and figures from their anus, if the market isnt lucrative enough people wont be as enticed to enter it.I’m just saying there isn’t a real good example of a lucrative market for developers to take advantage of.
Valve sold half a million headsets the week it was announced.No it's not you can't ignore the software sales compared to the amount of hardware that has been sold when it comes to determining if an industry is healthy. You can't omit stiff an look at sales in a vacuum. Also VR is a different market from traditional gaming so a 1:1 comparison doesn't make sense when talking about games and publishers.
Beat Saber would still be leading just on Quest 2, you are oversimplifying the issue. 30-35 million headsets with the top games mostly owing their sales to one platform means that games are basically not selling anywhere else, and aren't very high on the one platform that is.
Even back when Quest 2 announced over 15 million sold, which may be around 20 now, the best game won't have sold 5 million on the best selling VR platform.
What were those 15 million buying excluding the business and productivity users? Probably a few random games got bored and left. Hence the poor retention rate for the Quest 2 as was linked elsewhere.
Or is it because Capcom was given an incentive? We don't know, this is speculative.
Or they may have been funded, or given an incentive to do so. Thing is based on how low sales have been and how long and how early some of the games on this list crossed 1 million units (not walking dead VR which didn't) the consumers may not be there for Moss 2 to sell another 1 million.
Software sales have been dropping, so to see Moss 2 do as well or better there would have to be renewed interest in VR for enough consumers to jump back in to accomplish that goal. Maybe one of the many headsets releasing this year will do it, although I think Moss 2 has a deal with Sony in part, so that may prevent it from releasing on other headsets platforms.
No it didn't. Where are you getting Alyx sold a "massive amount" of headsets?
Well, then, you’re a fool who doesn’t actually understand what money laundering means or involves.The PS Vita and Kinect sold more units in terms of both software and hardware than every VR device ever has combined.
Sony and Microsoft still killed them. In the case of the former, they killed the entire portable brand.
I'm 100% convinced that VR development is a front for laundering money.
Well, then, you’re a fool who doesn’t actually understand what money laundering means or involves.
And kinect sold almost nothing. The only units out there were pack ins. Nobody wanted that shit. It’s the worst gaming device I’ve ever owned. Nobody purchased it, they purchased bundles that had it.
Valve sold half a million headsets the week it was announced.
You keep pretending though.
Sure, but if HL:A didn’t even get the motor running and sold less than 1M I don’t think that’ll be considered a worthwhile investment.
I looked it up and I don't think this is true. I'm seeing rumors say XR3 chip and guessing 2.5x more power. Saw 2.4tf mentioned. That is pretty good. A ps4 is 1.8 and this being much more modern arcitecture it should be way better. I'm optimistic.
Given that jump will be from some really basic graphics, then it will be a big improvement. The only problem then is having to support all those quest 2's that are still in use as stand alone systems.
I think questx is going to define the baseline for 95% of games and I'm okay with that. Right now, only sony or valve is in a position to subsidize aaa games. If a big hit is only going to to sell one million, that 2.4tf quest3 might be the appropriate power to let those smaller games have more headroom and they will be able to use better assets and effects. The for ps and pc they can scale that up with higher grade assets and settings and we'll at least be getting better looking games than we've seen the last several years.
The PS Vita and Kinect sold more units in terms of both software and hardware than every VR device ever has combined.
Sony and Microsoft still killed them. In the case of the former, they killed the entire portable brand.
I'm 100% convinced that VR development is a front for laundering money.
The PS Vita and Kinect sold more units in terms of both software and hardware
It's nice to see more outdated numbers in the OP, like Space Pirate Trainer's early access sales by 2017 (the article linked is actually dated a couple months before the game's full launch in the same year) with VR itself in its roughly current form launching just a year before and of course no Quest port (or device) in sight, yet the OP notes warn the numbers listed were achieved over a long time even though they're so oudated and contrasted with the very latest and highest possible VR install base (even for games exclusive to certain segments like PSVR only) to diminish them.Eddie-Griffin said:Space Pirate Trainer - 150k
Many of the games listed reached their sales goals over a period of time, meaning that their sales are pretty much done. Though more recent releases like Beat Saber are excluded from that having sold over 4 million as of 2021, so by now it may be over 5 million or more but Facebook is keeping quiet on that for now. It is currently the best selling game in VR.
You're calling Carnival Games a hit Wii game for its few million on Wii's ginormous install base, ignoring the last 15 years of the IP's nonexistent appeal on any platform just to claim it should sell better in VR in the same thread you put down indie games for selling similar numbers. You're wrong for Myst too, sure it's a classic and all its versions/remakes since 1993 have sold a lot collectively but the latest remake which wasn't made just for VR but also flat, Xbox, etc. and got the Quest port and VR support on PC hardly sold on any platform. No obvious bias looking to distort the data hereEddie-Griffin said:If these numbers seem low, which they are, keep in min there was a VR version of minecraft, Wii hit Carnival games, and Myst in VR, among other games you would expect to have sold well and helped headset, but didn't, along with a few hybrid games.
Great research, good thing you went back for "more", RE7 is on the Oculus Quest, nice, what a powerful little device to get such a high caliber PS4 tier game. Are you just googling for words like RE7 VR, come up with PC gamers playing the PC version's VR mod with a Quest, don't even really read anything that doesn't suit your narrative and assume complete fabrications you then casually spew as facts or what? Your related link in the OP is clearly about RE4 VR on the Oculus Quest, not RE7 that you refer to. Not that the rest of your posts are any more accurate. Clearly you aren't interested in and are very ignorant about VR (that's ok, nobody expects you to know shit you don't care about) to not have heard about titles like RE4, why make all these threads and make up all these things you confidently spread while being amazingly wrong in every way one can ever be? Why not move on?On RE7, did more research and their user numbers are likely, i was mistaken that RE7 was a PSVR exclusive, it was timed exclusive and launched on Quest, so that makes more sense as to it's sales, it's likely that no PSVR1 game sold over 1 million units so this makes more sense.
Isn't Quest 3 supposed to be only a 50% bump in power vs. Quest 2. Which isn't really that big.
Are you serious? Again, that's the Quest exclusive RE4 VR and has nothing to do with anything regarding the PSVR exclusive RE7 VR functions and the amount of PSVR users on that. RE7 is not on Quest. There's a PC RE7 user mod you can play in VR with Quest or any VR set which Capcom don't track.I know you're being upset at...something right now instead of contributing to a thread about finding numbers, but from the link you didn't read,
So yeah, a pretty significant contributor to Capcoms reported RE7 VR users. Yep. Not really a narrative when it's factual it was doing well on the headset and would be a big contributor to the amount of total users, but please continue.
tl;dr all the million (or more) sellers you downplay are in fact displaying excellent performance and many of those with lower sales with your oudated numbers going by some early access releases and no later ports to other VR platforms do too considering they're tiny indie games, not AAAA bs.Eddie-Griffin said:There's one PSVR1 exclusive on here, Resident Evil 7 VR. Although while it's not clear what constitutes "users" in this case, Resident Evil 7 reached this milestone on PSVR1 in January 19th 2021. While we don't know if it's the best selling PSVR1 game compared to games like Beats Saber or other cross-platforms, I would say it's likely its at minimum second, and clearly the best selling exclusive. This may give us a preview of how Resident Evil Village may perform although things are different now compared to when RE7 VR first released in the VR market, so time will tell.
RE7 was actually on the quest as well, and it seems that contributed to its user count. We had some games sell well frontloaded like Space Pirate and Boneworks but then they crashed and burned. Rec Room uses "unique" users which may or may not translate to real sales, but it had an active presence for the time, but then players kind of stopped using it.
Are you serious? Again, that's the Quest exclusive RE4 VR and has nothing to do with anything regarding the PSVR exclusive RE7
Yes, you are correct with the 2.5x power jump. I should have been more clear that I was speaking more to the "difference" you'll actually see once a game is made for it, more than the raw numbers. Remember what games did for the PS4 -> PS4 Pro jump in VR? The same games looked a little better and they played better, but it didn't seem as if they'd be able to program totally different games on it. And that was a 2x jump from 1.8 TFs to 4.2TFs (or a 2.3x jump).
No matter how you slice it it's the best VR game on the best hardware imaginable. That and I hear those stats aren't very accurate at all. I'd love to see a comparison with PS but Sony doesn't want people to know such info, Valve is much more lenient even post steam spy crippling.Going by the stats, only about 700 people play concurrent at any given time now, and the average play time per owner is only 11 minutes. The median time played is just under 8 minutes. In the last two weeks, the average play time per user is less than one minute.
By the looks of it, either HL Alyx is a super short demo, or it's a game with some decent game length, but most players bail after only 11 minutes.
Most gamers would spend more time fiddling with editing lines and GM options playing a FIFA game for the first time.
That was a two times jump in raw power, Quest 2 and Quest 3 will be a 2x jump overall. Not just in one area.
PS4 PRO's problem was that it was still a jaguar chained PS4 on some steroids.