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So it’s time once again for our ongoing exercise to reason-out its unit sales. That total includes hardware and software. That’s about 28 percent of Oculus’s overall ARPU ($454), given $299-$399 hardware.*. That makes hardware revenue $421.2 The exercise above is just one of them. Magic Number.
I t’s time for another round of our periodic exercises to zero in on VR headset sales. This time we’re revisiting PSVR…but instead of hardware units , we’re looking at total revenue including software/game sales. Given PSVR’s market share lead, this is an important exercise. billion from PSVR hardware.
AR Insider readers know that we’re obsessed with collecting clues for VR hardware penetration. Because hardware sales figures aren’t disclosed ( except from Sony ), this becomes an ongoing exercise in piecing together known quantities to extrapolate unknown ones.
In mature markets like smartphones, hardware players disclose figures — especially if public — but it’s a lot quieter on the early-stage front. That’s the case with VR, which becomes an exercise in gathering hints in perpetual market-sizing mode. Sometimes there are gifts like Sony’s frequent disclosures while boasting PSVR sales.
I t’s time for another round of our periodic exercises to zero in on Oculus Quest unit sales. As background, these exercises are compelled by the fact that companies in early-stage sectors like VR don’t disclose unit sales ( except Sony ). Until then, it’s just a thought exercise. Let’s dive in.
In mature markets like smartphones, hardware players disclose figures — especially if public — but it’s a lot quieter on the early-stage front. That’s the case with VR, which becomes an exercise in gathering hints in perpetual market-sizing mode. Sometimes there are gifts like Sony’s frequent disclosures while boasting PSVR sales.
In mature markets like smartphones, hardware players disclose figures — especially if public — but it’s a lot quieter on the early-stage front. That’s the case with VR, which becomes an exercise in gathering hints in perpetual market-sizing mode. Sometimes there are gifts like Sony’s frequent disclosures while boasting PSVR sales.
But still, this is a pretty unique piece of hardware. PSVR 2 games Inner view of PSVR 2 (Image by Sony Interactive Entertainment) Sony is handling very well the communication about the PSVR 2 by continuously delivering news about the headset every few weeks to keep the attention of the audience high.
So it’s time once again for our ongoing exercise to reason-out its unit sales. That total includes hardware and software. That’s about 28 percent of Oculus’s overall ARPU ($454), given $299-$399 hardware.* That makes hardware revenue $421.2 The exercise above is just one of them. a thought exercise.
While the event is known for showcasing innovative products for the consumer space, this year, the enterprise XR space took the event by storm, with firms like Sony, NVIDIA, XREAL, Qualcomm, PIXO VR, and Dimension X taking the stage to highlight the latest in spatial computing innovation.
Sony is going to try to put PS VR’s in 53 million homes this year too and the price of PCs capable of running nausea-free room-scale VR will undoubtedly continue to drop. At a ‘vSports’ event hosted by VirZoom at CES 2017, the startup placed two lighthouses on either side of eight exercise bikes set up side by side.
These would increase sensor alignment with inward-facing lenses to improve biometric readings for tasks like health, exercise, and facial monitoring tools. The trillion-dollar enterprise also expressed other concerns over Sony and TSMC-supplied components at the time.
Those known to be taking part include Google, Microsoft, LG, Sony, ASUS, Garmin, Panasonic, Nvidia, Intel, Hisense, JBL, and AMD. This year, 46 awards honors went to Samsung for products across its range of TVs, watches, computer hardware, smart phones and washing machines.
In addition to established players like Immersion Corporation , founded in 1993 and active working on haptics applications ranging from gaming and automotive to medical, mobile and industrial, Sony, Apple, Microsoft, Disney and Facebook each have dedicated teams working on new haptics products.
One then looks at each of the picture’s pixels, determines whether a pixel shows some part of the headset’s screen, and sums up the individual solid angles of all pixels that do (that last part is a bit complicated in detail and left as an exercise for the reader). Visualizing VR Headset Field of View. Red: left-eye FoV.
It features robust hardware, which on paper seems to position it as an ideal platform for VR gaming. By all accounts, Vision Pro is impressive hardware, but it’s not serving up competition in a way we’re used to seeing, which is usually just by making a better mouse trap.
Fitness+ : will let users exercise while watching an instructor in VR. They needed to get the technological expertise in immersive realities and in building hardware and so they started with the Rift/Quest. Multitasking & Siri : will be able to run multiple apps at the same time, floating within the mixed reality space.
To get there, we can first do a thought exercise to square the above revenue ranges with Meta’s more precise disclosure that it has reached $1.5 the rest going to Valve and Sony?—?this Hardware volume is also a key step as larger installed bases attract content creators. billion in aggregate lifetime app sales.
Recently, Valve announced delays to their new Steam Deck handheld, whilst Megadodo Games announced a delayed, limited production run of their DecaGear before leaving the hardware market completely. It wasn’t even possible to buy another Tundra HDK, and months later they are still showing out of stock. Image provided by Rob Cole).
The shoes are called Genesis and will ship to only 10 people so it is for truly early adopters who want to help develop this innovative hardware. The price is $2000–3000 depending on the chosen feature and shipping should happen in March 2025. More info MeRCURY diving mask is now on IndieGoGo MeRCURY is an XR headset for underwater usage.
Valve has updated the way it detects the VR hardware connected to a PC, and so it is now able to offer a more reliable picture of the PC VR landscape in its usual monthly hardware survey. More info (Apple partners with Dent Reality) More info (Apple potentially acquires NextVR). There are around 1.3M PC VR headsets on Steam.
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