I very honestly dont know if that number is significant or not. I can go look at other devices and uses to build a baseline if anyone would like me to.
That said, Oculus said that its more than they expected and they tend (in my view) have overly oppositmistic estimates which suggest a million is a lot.
Is that 100,000 people sharing their headset with 10 people? I dont know.
https://www.technologyreview.com/s/601439/oculus-says-over-a-million-people-used-gear-vr-headsets-in-april/
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Man, i've never quite had an experience in gaming like using the Vive. I'm simply just blown away. Absolutely in love with it.
I quoted the article you linked, "Improvements like these will take a while, but I’m willing to wait: when you do get a truly immersive virtual-reality experience, like some of the ones I had, it’s riveting—even in 20-minute increments. In the meantime, I’ll be spending my non-nauseous time in the Oculus Rift shuffling between my kayak and flying carpet."
I find that statement very telling, because even with the current problems VR really does have; people seem so impacted by their short immersive experience they are willing to put up with many of the current flaws.
The part of the article I found interesting was that its higher then Oculus expected because those guys tend to have high expectations to start with and I am sure when considering numbers they know situations like you just described will happen. Just how often is anyones guess I would think.
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I personally can go well into a few hours of content myself the time depends on the content itself and the lighting in the experience but that aside
The entire porn industry exists because of under 20 mins experiences so yeah...that time limit is really not an issue. One might want to debate over calling a 20 min experience a game or not but regardless of that its still relevant
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1 million people using GearVR-flavored Virtual Reality is an encouraging number however you slice it, particularly after some estimates I've read putting Vive's current user base around 50,000. This is especially important as it might attract more devs willing to put in the time to create better experiences for the platform.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
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If you want to compare them to the gaming market anyways, you need to know how big the gaming market is.
http://www.polygon.com/2015/12/15/10212980/pew-surveys-the-american-public-in-gaming-and-gamers-
Given those numbers, I would suspect only gaming enthusiasts would be willing to purchase a headset, while the other 40% would play but a purchase would be out of their budget range. That means the potential market for VR headsets is probably around 30 million in the US, and another 70 million or so if you include the EU, which tends to have similar demographics. One million in a potential market of 100 million is only 1%.
That being said, I'm highly skeptical, and as much as I wish it would succeed, I do not believe that it will.
What I want to happen, and what I think will actually happen, are two entirely different things.
As the poster above you stated, the market share isn't large and hardware only ever exists if the software supports it. VR is a VERY high risk venture at this time and has not proven itself in the past.
I don't think most realize the difference between adapting to a new peripheral that is a replacement of the existing hand use items and that of one that is in addition to existing peripherals AND also sits on your face that drastically alters your ability to interact with the world. That is a built in limitation not faced by most peripherals.
There are many factors which makes VR a very risky venture when trying to break into the mass market. It is a peripheral that only attracts an extremely limited audience per application and of each audience, only a fraction of that. It is a hardcore peripheral for the hardcore minority and expectations of widespread applications designed for it should be low ... by logic and history.
This is not an avenue for mass success no matter how you look at it. It is inevitable but what makes it successful is likely applications for it's use most here haven't truly thought of because it will be a life style choice more than a peripheral choice.
You stay sassy!
why would you even bother to make such a non-related random obversation?
I said significant' not significant in a PC or gaming or whatever your talking about maket.
I also said if you would like I can go get some benchmark data. would you like me to do that?
thanks I guess?
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'failure' is easy to measure
'success is not'
I dont know if VR is a success or not but there is zero indications that its anywhere near 'faliure' then again to be fair many MMORPG posters view on what a failure is can be a little bizzare. I heard someone say once that the Sony Vita is a failure...what? They view as anything other than a WoW killer for an industry as a failure, anything short of that is a failure to them
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Until these smaller problems are solved this tech will be limited to a small minority that can actually use them without side effects. Some of the problems can be fixed with training, like the eyes, but some can't be fixed at all at this point.
1. its easier to create
2. it works well on all devices
3. Example: I am at my mothers house who doesnt have much of a TV but does have wifi. I lay on the bed to give my back a rest and put headphones and headset on I now have a movie theater with a screen as big as my mothers house.....in theory.
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My impression so far is that the best VR devices are good enough but the games aren't there yet, without the games its nothing more than just another peripheral.
I own one of these devices, in general, the kids use it about twice a week... I've used it maybe a total of 20 or 30 minutes on the same content to ensure it was suitable for them.
If you take into consideration that Gear VR has been around since last year... and that the hardware that runs VR has sold more than 120 Million units... and that they are pushing these devices in every electronics/cell store, the adoption ratio is less than 1% of the entire population.
Given that they GAVE AWAY gear VR sets with the S7, and that the S7 outsold the 60 - 70 Million units that the S6 sold (and the note 5 sold an additional 80 Million units or so) you could imagine that even if only half... or, for the sake of argument.. JUST the people that bought the Galaxy S7 the first weekend it launched received free headsets (which is for the sake of argument because you can still get a free gear vr set with the s7 today) that's over 10 Million Gear VR units handed out for FREE, with only 1 million really adopting it, despite the S7 launching in MARCH, giving Gear VR the ability to hit a peak in April with increased sales and promotional advertisements.
It isn't a great number.
"The simple is the seal of the true and beauty is the splendor of truth" -Subrahmanyan Chandrasekhar
Authored 139 missions in Vendetta Online and 6 tracks in Distance
If only Oculus wasn't connected to Facebook and there weasel CEO. I'll be getting the Vive instead
Gear VRs adoption rate isn't 10%.. it isn't even 1%. The point I was making is that of galaxy S7 users... roughly 10 Million people at least received free VR headsets.. and according to the article 10% of them are using them. So what happened to all of the other headsets? It kind of shows that people have little interest, that they wouldn't even try to use a free device.
But it gets worse, considering that the numbers mentioned are between both Gear VR and Oculus Rift, with the majority of users on Gear VR.. and focused on Video experiences and NOT gaming.
http://venturebeat.com/2016/05/11/oculus-and-samsung-have-1m-gear-vr-wearing-users/
"Oculus notes that people a wide range of people are checking out Gear VR apps and not just for gaming. Seven of the top 10 most-used apps are 360-degree video experiences."
It's a hopeful article, but it has a lot of pings to take note of. For example... just about every console sold more than 1 Million in it's first month. Most peripherals too, sold more than 1 million...
But here, you can see that they aren't talking about amount SOLD.. because.. first of all they aren't selling them. They are literally giving their BIGGEST VR Generation Machine out to anyone that buys a cell phone.
But adoption is extremely low.
Look, I'm not saying that Gear VR is a failure specifically. I'm using it.. I actually bought the headset "used "(despite buying an S7, we had a promotion to get 100 dollars in free gear or the headset and we opted for the free gear - cases, wireless chargers, etc.) but I picked it up brand new in box on the 5 miles app for 50 bucks.
I'm just saying.. that when you have the hardware (cell phones) reaching over 120 million, and the peripheral (gear vr set) reaching around 10 million. That having only 1 million split between all OR and Gear VR users is not a solid showing. It actually seems like indifference from the larger population.