The market is oversaturated with titles, big and small, and because of that it is sometimes nice to step back from everything for a moment and explore projects that may be unheard of and tiny in scope, but as ambitious as their larger counterparts – giving us a glimpse of what, under the right circumstances, could be. One of such projects is ARC. It is a first person shooter running on Unreal Engine 4 and built by a core team of four former Vancouver Film School (VFS) students, who under four months managed to create a title with potential. Notice the fours? Anyhow, what sets ARC apart from other similar projects is the execution and how everything comes together. Despite its short length, the project feels very professional and offers and interesting setting – a deserted living spaceship. I came across the game by chance, going online through some comments, and found it intriguing enough to try it myself. But that didn’t suffice, because I ended up wanting to know more about it and...

MonsterVine: "Consortium: The Tower is a single player first-person sim with RPG elements designed to let players decide the outcome through their choices and actions. The team caught up with Greg MacMartin, CEO and Creative Director of Interdimensional Games, or iDGi for short to talk about the recent crowdfunding efforts leading up to the current Fig campaign, its inspirations and highlighting what gamers can expect from this truly ambitious project."

WCCFtech has spoken with some developers about PlayStation VR, and they were very excited about it especially because of PS4's install base.
There will be over 40 million PS4 units sold before the PSVR release so that is a huge potential market for VR developers.
I think the estimates of 1.9 million PSVR untis sold in it's first year will be exceeded. Consider that during the Christmas holidasy alone, Sony sold 5 Million PS4 units.
With an install base of nearly 40million, it is not far fetched to consider that upto 5% of the install base will buy a PSVR; and that equates to 2million untils sold in its first year.
Chances are that Sony will make a sweet PS4/PSVR bundle deal during this year's Black Friday.
That's a super optimistic estimate in my opinion. Unless PSVR is expandable to PC, I don't think everyone will be as interested due to the constraints that await the product. That's just me though.
Who estimats 1.9 million PS VR Unit sold in 2016?
Even Oculus at it's most optimistic expects 1 million unit sold and that is on a platform that is used to paying more than a $1000 for a gaming PC. Heck they are paying at least $300 for a graphics card.
In comparison, PS4 consumers are paying $300 for a console, and is sensitive to a $50 price drop to pick up a console. How are they paying $400-500 for a VR unit that has two handful of games, and questionable future support?
On top of that, Oculus has three times the software support of PS VR, and HTC Vive.
I just don't see 1.9 million units. Heck, I question if they will reach that first million, and after that unless the prices drop rapidly and content increases significantly, sales will drop once the hype is over.
I think it might explode and have that potential, but Sony said they are planning for low sales to ensure that it's not a hit or miss launch.
They might not even produce that much but I would certainly be glad to see it. Hopefully production will be fast enough to keep up demand if it takes off that well. I've been wanting a VR experience since PS2 days and I was still in grade school. They need to add a sliding analog, like the 3DS and PSP, onto the Move controller and adjust it a little bit. I hate having to pick and chose. I was thinking to make the nub of the analog a kind of ring that wraps around your thumb so you can lift up on it for jump and push down on it for crouch or sprint. Anyways, want an Elder Scrolls kind of game with motion tracking and I hate aiming at the sides of the screen to turn my camera.
Funny how people bring up the number of games (as if it's small) and how much support VR will have based on games alone and ignore that it can also be used for movies. I want movie support too, things like Cloverfield would be pretty cool but a movie developed with VR in mind would be amazing.
I'm not about to make a first year sales estimate yet, I'd need to know a confirmed price first just to guess.
People like to draw all these conclusions based on one option... We ONLY know the price point for one of the 3 major options that are going to hit the market...
the Rift has more support for software by virtue that they were further along the process, They had dev kits and developers onboard almost 2 years before Sony announced and had a platform kit ready.
The Sony is in a position where they can play reactionary based on moves and tones set by consumer feedback on the other options out there. we already know That Occulus is expensive and priced for early adopters. The Price of PSVR could very well undercut and propel the platform to highest market penetration.
And given that Occulus is going on a 2 year refresh it will always be the one that is set for enthusist, while the PSVR will likely be the fixed machine tailored to the specs of the PS4 giving a consistent VR experience.
Lets not laugh at speculations because I honestly think the PC community will show that Put the Occulus on good footing, I'm sure they'll sell about 2 million.
And if they can pull that off then the PS4 and PSVR can do that if Sony markets it right with demo units, convincing software and gamer centric message and a reasonable price point, especially one that undercuts it's competitors.
The fact that there are 3 major players means we have a 3 way race much like the console race, One is bound to take the lead and we have no idea what that lead will look like but there is no way all will fail.
when you give an option, consumers chose and the choices create the market.
I disagree. A majority of the people who own PS4s wont know about Playstation VR. Couple that with the fact that virtual reality is currently strictly for a niche consumer, you have a lower possibility of that happening. Combine that with the possible price point of another console and you're not getting 2 million sales.
I think those are conservative estimates. I think it'll sell through its supply and exceed expectations. It'll be sold out.
ArchangelMike
i think psvr will do much much better than oculus. it will have a better price and less requirements. with oculus you need a $1200-1500 pc
Codewow
brother if vr hype is real than psvr will do just fine on ps4
donthate
you do realize that many ps4 and xbox one gamers also have a gaming pc or are pc gamers. so this argument of yours doesn't hold much value. gamers will buy if they see value
and at present time psvr will be much more successful than oculus just on price alone(now whether that means sony will make any profit on psvr hardware is a different story)
FamilyGuy
awesome name lol
i agree with you 100%. these VR's hold more value elsewhere than just gaming. Porn will be huge hit with VR
and i am sure both sony and oculus are looking into expanding the support
@dothate
You are assuming that PS4 owners choose to console game because of cost. I'm in my mid 30s I have a good job and disposable income. I console game for exclusives and convenience. The other adults I game with didn't choose PS4 because it was cheaper than a gamng PC.
showtimefolks & unwanted:
I didn't "assume", I based it on MS and Sony's target market for PS4 and XB1!
Yeah, there are some people that will have a gaming PC, or multiple consoles, but that percentage is small and irrelevant. In the case that it is not, the value proposition favors PC, because why would you pay $400-500 for PS VR when you can pay $600 Oculus Rift to get the best experience with the best software support?
Clearly you don't mind the price, because you own a thousand dollar gaming PC, and at least one console!
Die hard fans to a platform do not need to apply, because you are a minority. Short story is, because it applies to you do not mean it applies to the general public, which is the market that Sony and MS is vying for.
I stand by my comment.
And most importantly - they will work the same.
Make it work on your development PS4 and it should work on the complete installed base...
Make a PC game work on your specific setup - will it work anywhere else? CPUs have different strength, GPUs too and disks...
=> different areas will work best/worst depending on setup.
It's certainly handy that the PS4 has a large base, but will the PSVR have such a big base? Remains to be seen. I think VR will finally have it's day now, it's finally come time and tech has reached that level - price is going to be a huge point though, but it always is with new tech.
I guess the argument is if only 5% of PS4 users are interested in VR that's still 2 million potential customers.
I do agree that VR seems to be coming in at a better time.
I still think the PSVR is going to be more expensive than some people on this site are willing to admit.
I think PSVR will sell about 2million untis in its first year, but I think Sony will price it just under the launch price of the PS4. They can't afford to take too much of a loss on thw hardware, as it still has to be a profitable enterprise for the company.
2 million is a big risk though too. If you're making a VR exclusive title at a budget of a regular game, the risk of losing money is far greater because the chances are you will NOT hit all 2 million buyers of the headset. VR games are going to be very niche early on as devs start getting the hang of what people want/like.
I think there is a difference between "interest" and willing to pay $400-500 when you initially only paid $300-350 for your console.
I have an interest in Ferrari, but I'm buying a budget Toyota (and that is also why I can afford a Porsche easily).
oh absolutely Codewow. I was only throwing around numbers. I have no clue what % of PS4 owners are interested in VR vs how many would actually pay. That number will go up or down based on the final price of the unit.
Even if the unit was $300 though, I still have no clue how many people would end up buying the thing.
Yeah, me too. I personally hope it won't be anymore than $/€ 300, otherwise I believe it'll be a tough sell.
This is going to be absolutely the most important factor for them at this point. It doesn't matter how good it is or what's on offer, the market needs to be able to afford it.
Sony has already said it's going to be $400.
http://www.psu.com/News/291...
This is why they're using deceptive marketing and calling it a "platform" instead of a peripheral, like it truly is.
This is the type of misinformation that contributes to widespread acceptance of hearsay by unreliable secondary sources.
In light of your obvious anti Sony bias you so often share with the comments section, I ask that you abstain from being "that guy", especially when it deals with obvious trolling and spreading speculation from someone who, in any other case, you would probably call a hack.
I estimated weeks ago (before patchter) like many others on here, that it will be 350 to 450 tops, based off Sony comments (it will be priced like a console). We didnt need patcher to infer that, nor is Patcher in the know how, he usually doesnt have any inside source when it comes to Sony things.
Ugh, all you have to do is go "Oh well the PS4 was $400, eh it's dropped a bit and this is a HUD/external PU lets call it the same" Boom analyst.
I have to laugh... You really should read a link before you post it. Dear Patcher is like an inaccurate Mystic Meg!!
Sony is doing an outstanding job planning out this Gen with the PS4/PSVR/PSN.
I honestly think it is too soon for PS VR. I think one more year, and drop the price to at least $300 will be a much better, but even then it is questionable as the unit will cost as much as the console.
Once the VR device drops and flops, you aren't going to turn that ship around. You got one chance....
Certainly, it should. Sony needs to remember that having an install base is great, but it's no guarantee that people will all buy certain software. It simply means you have that many people who MIGHT. So if 2 million out of 40 million buy it, that's a great start. They just need to be sure that a good number of those 2 million are into buying up software, but then there's software pricing which brings me to my next point.
I think that, for VR to be successful, they shouldn't follow the traditional pricing scheme of $60 USD. Let that be the price cap, but let games be cheaper if they're not premium experiences. Like if they're sort of pet projects. The Modern Zombie Taxi Co., for example, really shouldn't be $60. Robinson: The Journey, however, is a better candidate for that. It's like PC where, once you spend a ton on hardware, you should be able to expect more reasonable prices for software. That, in the end, will be Sony's biggest concern if you ask me. After hardware price, of course.
Outlets that have tried PSVR seem very positive and I'm optimistic about its success. Just get the kiosks out there and convince people that they want it, Sony.
Don't see the disagreements here as you're argument is quite reasonable, however, if you're making a game you have to recoup your costs. If your game cost 10 million (avg cost for single platform development) and you only have an audience of 2 million (super optimistic for initial purchases) with say an attach rate of 4.4 (last estimate I read for the PS4) out of the 88 games for release that's a 5% chance a gamer buys your game (all things equal).
So we're looking at 100,000 copies sold (5% of 2 million gamers). Technically to break even you'd need to sell at $100 (10,000,000 dev cost / 100,000 sales) and that's not even including Sony's cut.
Now, that's if it's a classical AAA game developed as they are for PS4 (obv some top 30mill and above like UC4 etc and some are much lower like many indie games and this will skew attach rate and sales req.) If games are simpler than this and dev costs are lower then games can come down.
No real 'point' to this post except I agree that games like the zombie taxi should cost nowhere near 10 mill and so shouldn't be $60 but we do need devs to recoup and see a return. No good having all the sales if each one was $1 and you go broke, where that sweet spot is I don't think we'll see until the first gen of games go out. I predict they'll aim higher first to see if gamers as a whole are used to the pricing model. If not they can go on sale.
No one is going in at rock bottom cost hoping they make it back on huge volume. You can lower prices over time, you can't raise them.
PSVR for me and I would think for others is a system seller , so the install base will grow big time . Imo
I suppose even some Xbox gamers might switch to PlayStation 4 if they're interested in VR, since Xbox One won't have it at least for quite some time
So you know what MS plans are for Oculus Rift and their Irides (cloud powered VR) technology? I don't, but Irides has been in development for a few years now, reduces 100ms lag to 15 ms, and isn't being used for anything that we know of yet. Doesn't that make you wonder what they plan on using Irides for? I can tell you that it's not for Hololens, but not much else.
It's very interesting. I mean MS and Oculus have already opened up a partnership via the controller being included. If MS was smart they would forge a secondary partnership that would allow full Rift support on the Xbox One.
@TheCommentator XBoxOne does not exceed minimum system requirements for Oculus Rift...
Pretty sure they are working on something...
At the same time it is very easy to see that Sony prepared for this from the beginning - LED bar on DS4.
Regor, you clearly don't know much about Irides, which is a cloud enhanced VR solution which also includes predictive software in order to reduce lag. That would mean that the cloud would be acting like the external processor does for PSVR.
Like I said though, I don't know what MS intends to use Irides for, only that the technology isn't being developed for nothing(just nothing we know of yet). Try doing some research next time...
Edit: I just watched the video on Irides again. 120ms of lag is reduced to just 13ms. Oh, and the headset they're using to demo the tech? It's Oculus Rift.
@TheCommentator
The part that worries me about Cloud processing and such, is that the world doesnt have a minimum standard for Data transfer over the internet. im running about 1mb upload and 7 mb download in my city (Toronto, Ontario) that will definitly effect the results for the cloud with users.
on top of that, Shinra Tech just closed down, they didnt last a year, and they were working specifically with investors on a cloud based engine for Square Enix Games.
If part of Square Enix cant survive a year with Cloud computing, its not that cloud computing is bad, its just not the right time. we are barely hitting VR and now MS wants to cloud compute it, (genius idea, just a little too soon i think)
another point, PSNow is using a cloud service through Geiki, how much slack does that get (without the whole subscription/cost per game issue)
I think the price will be a big sticking point, but PSVR could nail it. It doesn't have the brand name as big as Occlus, but it's got a lot of customers excited for anything in this new tech
problem is console users are less likely to spend big $$$ for new tech. High end PC users are accustomed to spending money on upgrades.
Actually, I would say the brand name is BIGGER than Oculus. Sure, it's owned by Facebook which is a big name everywhere, but "Walkman", "Bravia", and, most importantly, "PlayStation" are big names too. In the gaming space, to the uninformed consumer, Oculus Rift has certainly gained a name for itself, but "PlayStation" and "VR" has a certain type of straightforwardness to it Oculus does not.
We'll have two in my household. I'm really interested in playing The London Heist.
If the price is less than $300 I will get day one. I am also very interested in the non gaming uses for PSVR as watching movies or other media.
Can't wait to try it myself.
The sweet spot is 99 bucks, otherwise its aiming at some small hardcore base, maybe a million or two. Dont bet on watching movies on these things, as its sub HD resolution. The PS4 will have problems feeding two 720p streams. Also, You cant play this stuff for hours because of motion sickness. Its not wireless either. These things will become doorblocks once true 3d is available without special devices, but right there in the TV. Or maybe hololens.
Hi Emme. I think your living in a virtual reality world already. You really have got to take off the headset now. 😉
$99? LMAO
You got mobile VR headsets that cost $200 and you still need the phone in order to function...
Lol, gearVR is now $100.00 but as you stated you need a note 4 or higher to use Samsung Gear VR.
What many I think miss is this When looking at HTC Vive, OculusRift & playstation VR. You also have to take into account. To developers the majority 3rd party that studios & publishers use tool chains & development assets. Are viewing all three as one platform, in order to make money off the games & Apps.
Check out AMD & Crytek's
(LiquidVR DVK & SDK)
PlayStation VR, OculusRift & HTC Vive is as a blunt basic core the same platform to port your VR content across.
Example.
LiquidVR DVK & SDK has been built from the ground up drivers & game engine for 2nd & 3rd party publishers ,& developers & studios to use the same VR content port to all three.
All three
Have a motion control system that are "wands" for 1:1 VR controller systems. Use camera's to track those motion control wands.
Even though part of the three the PlayStation VR may not be as robust in its hardware vs the other two. It most likelihood of being the basic VR asset to build and than port for higher performance tweaks to the other two, means a VR AAA game investment to ROI will be @ a net
(+ instead of a net -)
PlayStation's 4 install base is a great boost for HTC Vive & OculusRift because of cross platform to & from console platform development to the PC is not as dynamic in it's hardware needed to run VR this time vs' the VR of the late 80's & 90's.
This really is a real driving port of vector that VR has now that 30 years ago did not have. When google card board was able to be used to save a child's life.
Its not just about games that is pushing VR it's the over all advantages of what VR is bringing to the Table this time because its now more feasible than it ever was 30 years ago.
Its from the bottom up, is : smartphone & phablets VR that will push VR to allow these higher costing headsets dome breathing room to become a success in the market. Because the VR content is pretty much cross platform from bottom up anyway. The more smartphone sell means mass user VR is going to be pushed.
Which means content creators content can easy push to consoles and PC VR.
The great thing is even smartphone or Phablets VR is still HD content in VR.
The minimum VR base development for VR has now a commonality of HD to HD content not SD to HD like last time for VR. All VR today is in HD. Its like the difference in 720p vs 1080p to 4k yes there is a large performance output for HD between the two no doubt. But even the Entry level can handle Video VR in HD quality.
To many consumers its the interacting inside the vr environment of even VR videos & Movie's
And that's with a Note 5 or S6, I have the Note 4 so my version is still $199 if I wanted it, I was gutted. "Yay $99!! *goes to buy* wait...Note 5!?"
Like what does the 5 have that makes the new model only work with it...they access the same store and the headset components are virtually the same as 1.0. Just seemed to be a money grab/get people to upgrade. They could have really expanded their market penetration if they allowed some legacy.
Oh my word, $99? That's Samsung GearVR level. A case with a fan and a capacitive button on the side where you snap your phone in and it does all the work. And for that you want full RGB subpixel HD screens running at 90-120fps with an external processing unit for lifting and split screen video display, integrated magnetic/capacitive/gyroscopic sensors? Kind of a disconnect.
Also hololense is kind of deceptive, the videos of it seem to show it taking up most of your FoV like I look out at the room and see all these screens hanging there etc. A full overlay if you will. Instead it's like there's a window hanging in the air and through that window you see the images, turn your head and the window moves allowing you to see different things. It takes up about 1/3 of what you can see so you'll get things cut off in mid air. Look up actual videos of it and see.
Not saying it's not a good step forward but for the cost for consumers (if that's where it goes rather than industry) to walk around with something on your head it really needs to replace your whole vision (or I guess like wearing glasses fills most of your vision but your periphery is still 'natural' sight as you see around the frames.
Well, im all in for it as long as the games are fun.. The dino, space, & horror titles have my interest.. I know how i am though.. Im pretty sure im going to pull the trigger as soon as i see the reviews
Price is going to be extremely important here, since some people already have oculus rift capable pc, I really think they would prefer oculus over psvr, so in order to convince this people to buy psvr, price have to be low enough.
Did not know being a PS4 owner automatically made me a PlayStation VR owner as well. Guess PlayStation VR will be a free download for all PS4 owners, how exciting.
Clearly not, but you don't have to purchase a new GPU/CPU like you may need on PC.
Only a small fraction of people actually have PC's that can use the Occulus properly 13 million PC's WORLDWIDE in 2016 (source at bottom), and then you're equating that % as the people who will purchase it.
We have 40 million people who are potential customers, now maybe those 13 million people are happy with spending the money, after all they did pay $1000+ for their PC's but for some this is a predicted figure and so people will need to upgrade GPUs CPUs etc.
So that takes the $600 and adds on the cost (say $200 if you can sell your old ones to recoup) and that's just for changing those two things. $600-$800 for Rift or $1600 for a new entry at min/med specs vs (potential) $400-$750 for PSVR or PSVR + PS4 (add another $100 for camera and move if you don't have them.
http://www.cnet.com/news/re...
I hope they are comfortable to wear, not too heavy or sweaty and sticky lol gotta be breathable. nike should get involved
I checked out the PSVR at the PSX event and it was very comfortable from my experience with it.
One of the pros PSVR has over the other is its high comfort level. Previewers have said it is vastly more comfortable then the Rift or Vive.
I tried them both and got all sweaty after half an hour or less. Not to mention the motion sickness and headache.
I hope VR succeeds on all platforms ...
but to be honest, I doubt, that it will take off as people believe. Devs have no experience yet on how to build a good VR-Game, the publishers are not willing to shelf out money big time until larger install base and not every consumer will be happy with the experience (nausea, weight, cables, inputdevices etc.).
There's just a lot of stuff that is not predictable. The high price point doesn't make it easier to sell.
I think that the mobile market will take off quicker with Google Cardboard, Samsung VR and such. People might be easier sold on that, just because it's a new "techy" experience and the entry price point is low.
Really like PSVR, but my only worry is will it be future-compatible if ever Sony builds a PS5?
Just with their gaming headsets, I bought Pulse Elite on it's introduction which works with PS3 but not PS4, you have to buy/upgrade to Gold Wireless so you can avail of some special *audio features that a couple of games offer if you're using Sony headsets.
PlayStation VR is something that everyone welcomes. It is teally great that isntead of sealing a deal with Oculus, Sony realized the potential of VR and dedicated a whole department to create a virtual reality headset.
If i can use the headset like a huge tv screen to watch movies and play normal games on, Im sold.
I'm 100% sure virtual movies are coming on Sony. In fact Sony will put movies that fit virtual reality. Sony's movies especially.
The hype is real people. It a getting huge. It'll be sold out. Exceeded expectation to come. Virtual Reality is badass. People love it. It's here baby!
Here is my thought. I bought the Oculus Gear for my S6. I have watched netflix, to pretty amazing experiences. It is really cool, and I download new apps regularly. Playstation Brand, is not Nintendo WiiU. Meaning come Xmas time marketing will be huge. Giant E3 launch, huge amount of press. It will be a runaway success. Many people balk at say 399, 499 price. However, when you are working adult, this is not impossible. Even saying total cost of system plus Vr. If we are reading on this site, chances are many of us here already paid for PS4. Nine months from now , it could be 500. This is not impossible, and just think. Many of us have expensive smartphones,ipads,tablets and cool tech. We live in a tech world. In this case 50 million people love their Ps4. I can tell you things live movies in Vr, are really fun. PS VR will be exciting, lets look at Sony this gen. They are doubling down, consolidating divisions, moving HQ to Cali and New York. Just know if you have never tried VR, it really is fun. This is going to be the hottest thing at Christmas.I agree with others I wish VR to be a hit. I have been waiting for good vr since lawnmower man.
Totally agree with everything you said, even about Lawnmower man lol. Sony have learnt from their past mistakes. They are going all-in on VR. The support is there. The experience in the gaming and entertainment in there. Movie and TV studios are there. They're moving to the States. They have Mark Cerny and Shuhei lol. Sony will smash this. VR will be a success.
"This is going to be the hottest thing at Christmas.I agree with others I wish VR to be a hit. I have been waiting for good vr since lawnmower man."
Right here your experience with samsungs Gear VR is just one company making smartphone VR headsets, but now there are hundreds more models of VR smartphone VR headset's now. Reason bring is it just works!
While unlike 3D movies has problems working with consumers with the need for perscription glasses. You can use your glasses with VR headsets just fine.
So 1st negative down, aside from being completely blind, you can use VR!
And now like you I have used GearVR with a Note 5 in.my case and the results are pretty fantastic to say the least, and I have Also tried OculusRift and its just even more amazing.
When I tried PlayStation VR you can see exactly why VR is now no longer a Question of can it, but the results are it "will be a succeed with all of VR in today's date with VR we have now"
There is just to many advantages of VR's usage today that science, medical & robotics, Geo graphical 3d depth mapping in VR. That its just made now more than ever for VR to be viable in the market and is now cost effective to do so at tgat.
Johnny Mnemonic was a great point of use of the headsets and gloved to make use of VR keyboard & mouse without the need of cables or the need to lug the other components around. Now you can with 3d depth sense camera mounted on the outside of the VR headset you have VR/AR combined with putting your hands inside render in the VR environment with a simulated VR keyboard & mouse.
With network anywhere LTE, AR & VR are just another evolution in compute moving forward bringing desktop anywhere. I do mean anywhere. Add in those Laser pico projector LED lasers to the headset now you have even more functional assets that can be further expanded to AR & VR combined.
I'm a buy the PSVR when I see a game that interest me til then I'm just gonna enjoy my PS4
It's a valid point. Consider the following: You have apps that are designed for Apple phones and tablets. Apps and software are designed for them and BOOM! Developers like and will create more content for the iPhone and such because they're closed. Android on the other hand (which I love my Android phone) but it's hard to really get software that functions and works well and reputable devs to create for it because everyones asking for refunds on apps they purchase, why? Read user reviews of the apps they purchase. Mostly gripes about software not compatible or crashing all the time with their phones.That's how I see Oculus fairing against PlayStation VR. At first, I thought Oculus were going with Microsoft and Xbox One but SURPRISE! Facebook acquired them, which is bad news other then their bottomless pockets.
Dont see why psvr couldnt sell this in its first yr;
Usa and canada 1million
Europe 1million
Australia 250,000
Asia 500,000
10 yrs from now vr in general will be for everyone to enjoy ie, games, music, films. Also travel like when booking your holiday, instead of looking through travel brochures you will be walking round your possible hotel room, swimming pool, resaurant etc to see if you like the hotel before deciding to book, wildlife, astronomy documentaries , front row seat on jepardy with online prizes while watching and playing, medical and science programs, software for architets etc, military training vr exercises etc.
Life as we know it will be a distant memory in 10/20 yrs time with vr and quantum computers maybe 30 yrs away
Not fully sure about that. I think Augmented Reality like HoloLens has a better shot, since it won't create any motion sickness issues.
Yep. You see the potential too. Some people will be buying games or interactive entertainment that are like vacation simulations. Complete with Hawaii, expensive hotel, hot women, everything. Yes I suppose that would be like a traveling advertising.
Been gaming since the beginning dude, since i was 7yrs old i have waited for vr which works lol, dont get me wrong were still probably 5yrs away from uncharted 4 style vr experiences and maybe 10 yrs b4 gta5 open world nuts gfx but this is just the beginning.
The question is can it succeed as a add on to a console. Well let's delve into the numbers. PlayStation4 is said to be rivaling PlayStation2 in sales by its end of cycle. That's well over 120 million consoles plus. Their target goal of attachment rate to virtual reality could be as low as less than 30%. That's still 35 million virtual reality units sold. Which would make it a higher selling success than Nintendo64, Sega Genesis, Atari 2600. At around 20% attached rate it'll have better success or equal to Xbox, GameCube, Sega master system. You get where I'm going here? That's a success at 20% attached rate still. Then if it only has a attach rate into the teens it's still in the vicinity of great consoles with good support like Dreamcast, Turbo Graphix, and Neo Geo. There is a high chance to succeed given the estimated size of the PS4 fanbase at the end of the generation. Even if it doesn't surpass the PS2 which it is currently on pace to do. The attach rate could be very low relatively and still be a success that rivals the lifespan of some of the best consoles we ever played on. So yes virtual reality success on PS4 is a very great chance.
Side note:(by the way if you're wondering the PlayStation2 end of life sales are155million consoles)I was only using 120 million consoles sold in my estimates in case PS4 does not match PS2 in lifetime sales. I shorted PS4 by over 30 million consoles on my estimates.
https://en.m.wikipedia.org/...
I may buy one when i see support from sony first party games like Uncharted, God of War, Horizon,The Last Guardian and more and with a $99.99 price tag. Im not spending more than that on an add on.






