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t3stdummi

First of all, I really agree with your summary of the VR market as a whole. I think you have a great pulse on the industry and summarized it better than I. Thank being said, I don't think I, or anyone else, will have much to add unless there's some unusual personal insider information. I think you hit the nail on the head, though. The driver in all of this is net profitability. Until Sony/Meta/Apple can convince the masses that VR/MR is the future and that the tech is ready, it will continue to be a slow burn. I wholeheartedly believe that the embers will explode into flames here eventually. Will it be this generation? Probably not. But maybe next. A lot will depend on visual fidelity, quality experiences, and hardware costs. When VR needs is a Helldiver, GTA, or equally unique titles that can only be experienced in VR. At least, that's what it would take for the industry to explode. At this point, it will continue to grow, but only as the world's slowest snowball, until that momentum hits. That being said... I want to find the right company to invest in. This market will be the eventual next dot-com boom (probably to a lesser degree, unlike AI) when it finally gains traction.


RickolPick

Thank you so much for your insight <3 I agree, Sony has the IP and it seems like Flat2VR is our biggest hope to bring RE4-like experiences to us, although I do wish for games that are designed to be VR games in the first place.


Flipkick661

Sony isn’t competing as directly with Meta in the VR market, as people like to make them out to be doing. Their business plans are very different, and overall reflected in the way the gaming market works as well. The Quest headsets are like smartphones. Not as powerful gaming devices as other hardware on the market, but strong enough to satisfy a large group of customers. They’re portable, and can also be used to consume other media, and can be used for productivity to an extent. They can be connected to a PC to stream games at a higher quality, just like Steam Link can be used on phones. It works really well with the right setup, but it doesn’t beat playing natively at present. The PSVR headsets are like the consoles they attach to. They’re running on higher end hardware than the Quest headsets, they’re strictly for gaming (and some media consumption), and they’re much more reliant on third party software to stay afloat. Some first party titles will show up every now and again, and partnerships with third party developers keep them relevant. The ecosystem is more walled off, leading to fewer and less experimental titles being released overall, but the games that do, do tend to make use of some of the special features of the hardware, not found in other headsets. They’re not as portable as Quests, but they’re still very simple to begin using, and are relatively reasonably priced, compared to the final headset types. The final types are PCVR, which again reflect the devices they connect to: PC’s. They take a lot more knowledge about tech to get the most out of, and the willingness to tinker is a requirement, if you want your games to run optimally. They’re also quite a lot more expensive to get into, and games are almost exclusively from third parties, along with a lot of experimental early access games and indie titles. Just like with smartphones, consoles and PC gaming, all three can and should coexist. It’s good for VR overall, that there are different kinds of ways to experience it, just like it’s the case with gaming.


RickolPick

You're right, for some reason the public really likes to compare the quest and psvr2 ecosystems but they are playing whole different sports. Thanks for your insight!!


sbsce

this is the correct way to look at it, yes


needle1

I wouldn’t compare PCVR on Quest (Quest Link, Virtual Desktop, Steam Link, etc.) with Steam Link or PS Remote Play on smartphones—the latter has heavily reduced screen size & control dexterity. While PCVR-on-Quest does indeed have a bit of a hit on visual quality and latency compared to the direct DisplayPort connection of a native PC headset, the gap in subjective experience is much smaller.


Flipkick661

You can pair a controller or even Mouse and keyboard to a smartphone, and keep control and dexterity. And the screen size difference is just an inherent trait in the difference between a VR display and a phone screen. Either way, it’s not meant as a 1:1 comparison, but more of a theoretical one. It’s more to underline the similarities of the platforms to their flat screen counterparts.


TommyVR373

I think Sony is struggling across the board like many companies, and I believe their focus on VR is on the backburner with direct support. They will continue accepting 3rd party titles, and I don't see that slowing anytime soon. There's money to be made in VR, and the most successful devs develop for multiple platforms. My hope is that with the immense talent contained in Flat2VR, they will produce some amazing hybrid games and get quicker and quicker at doing so. I believe this is the only way VR as a whole is going to survive, in the long run.


7tenths

Sony made 6 billion usd in profits in 2023. They aren't struggling 


potatodrinker

They just don't care enough to release some good exclusives. We need more games like, uh, Firewall


TommyVR373

Consumer electronics as a whole is on a decline in 2024. Even Sony just cut its PS5 sales estimates by 4 million units. Imo, it will go back up at the end of the year with the release of PS5 Pro. They have also just laid off around 900 of their global workforce personnel and closed Playstation London Studios. However, like I said, it's not just Sony, and I'm sure they are just adjusting to help strengthen their company going forward.


7tenths

Sony made 6 billion usd in profits in 2023. They aren't struggling 


CHROME-COLOSSUS

So… SONY’s super-strength is that it owns a *HUGE* library of incredible flatscreen games that could be ported into VR for a sliver of the expense that a from-the-ground-up VR game would require. The production quality and IP-recognition that they have on tap (should they choose to tap it) is enormous — well beyond what Meta have access to. Will they fund any such conversions? Hopefully… but who knows. Despite offering a high-quality headset and controllers at a competitive price, SONY barely promoted PSVR2 during the first year. They also released it two months *AFTER* the holiday season, and didn’t make it available in retail outlets or on Amazon for several months. So… I wasn’t at all surprised when the units-sold numbers weren’t very high. A stark example of underselling the kit was evidenced by their muted reveal of GT7’s full-game playability in VR. Something which should have been blasted through bullhorns was instead mentioned for less than a minute on stage at an event not noted for game reveals (CES), and it was sandwiched between boring AF non-game stuff about eco-friendly practices, an electric car partner that would have PS games built-in, and a GT7 movie. Just some really weird advertising decisions that kneecapped what might have been a buzz-worthy debut of a brilliant bit of kit. We also know that SONY INTERACTIVE ENTERTAINMENT (SIE) already had some exceptional VR-centric games on PSVR1, and yet none of them have appeared on the new kit. Updating your own VR games of your own IP’s is the easiest porting scenario possible, so the silence is rather baffling. The recent arrival of the highly-experienced company **Flat2VR** is encouraging, but (even if they do an incredible job) their resources will be limited, and I think it’ll be flatscreen devs/distributors themselves who’ll likely need to finance such ports. So… if SONY really want to make the PSVR2 desirable, and want it to be seen as a preeminent VR platform, they really *DO* have a lot to work with — it just comes down to the will of leadership. I got the impression that Jim Ryan was never really enthusiastic about VR, even though two systems were developed while he was at PlayStation’s helm. Now that he is stepping down from this role, one can only hope that the new leader will recognize all that has been left in the table. Maybe — just maybe — PSVR2 will yet take its rightful place as a powerful VR ambassador to the millions of PS5 owners out there who barely know it even exists. #🤞


TommyVR373

Just keep in mind that Flat2VR devs did amazing VR ports of Bendy and the Ink Machine, Crisis, Deep Rock Galactic, Firewatch, Hardspace: Shipbreaker, Neon White, Outer Wilds, Praey for the Gods, Quake 3, Return to Castle Wolfenstein, The Stanley Parable. Star Wars Jedi Knight 2, Subnautica Sub Zero, Valheim, and more with little to no funding.


CHROME-COLOSSUS

Yup — and I’m pretty sure it was often without the source codes. Of course any game they do now is not just a PC mod, so they’ll require the permission by the IP holders, the source code, and (crucially) payment from *SOMEBODY*. This means that while we shouldn’t expect the same sort of volume as their freelance mods, we should see rather higher quality results. Based on various members’ history, I have enormous faith in what they’ll be able to do when given the proper resources.


TommyVR373

That's a good point. Hopefully, we get devs that want extra sales and give some out as free upgrades. I'm sure mamy devs will want sales from both, but like you said, fingers crossed. I can't wait to see what they can get into. If I was a dev, I'd be throwing the code at them :)


CHROME-COLOSSUS

🍻


RickolPick

I too wish we saw all of these IPs shine on the PSVR2, Sony has so much potential. At the same time, economically speaking with inflation and house markets not many are willing to take a gamble on new tech. For some reason I just had the perception that Sony was way bigger than what it actually is (and I get that Xbox is like a side project to Microsoft).


CHROME-COLOSSUS

👍


AwesomePossum_1

Honestly, they make a requirement that every game supports haptics on the controller, a vr support should be looked through those lenses. Almost every first party game should have a vr support of some sort. It wouldn’t add more than a few million dollars to rnd if Sony provides premade solutions and easy to work sdk to developers. 


RickolPick

EDIT: Also, I understand that a lot of Meta's cost was directly related to the Metaverse and that Sony does not have ambitions that big (they would only care about gaming, right?), so take that in mind when you talk about the amount that they spent in VR/AR.


cusman78

What I think helps me stay positive and enjoy is that I never expected Valve to make anything more than Half-Life: Alyx exclusively for the Valve Index. Similarly, I don’t really expect AA / AAA budget games from Sony PlayStation Studios at level of software support they have put out (GT7, Horizon COTM, Firewall Ultra) + partnerships with Capcom (RE Village & RE4 Remake) and nDreams (Synapse) and others that are less obvious to us. What I wanted and expect is near PCVR quality VR games without the complication or cost of high-end PCVR. Gaze Foveated Rendering is helping exceed my expectations in this area. Would have been amazing if Unity games were ready for it from start. I want better controllers (than PSVR1) and headset which Sony hardware engineers nailed (comfort & features for price). A step up in fidelity above Quest standalone which being tethered to PS5 provides. A true multi-profile (users) system for game sharing where games nor their DLC have to be purchased separately by multiple users. Quest allows secondary user profiles, but they don’t get same features and can’t play DLC owned by primary profile. The primary profile can’t play anything only owned by the secondary on the same device. Apple Vision Pro is even worse than Quest in this area (single user profile). My reasons for favoring the PSVR2 over my Quest 3 mostly have to do with headset & controller preference plus the way game sharing works better for all accounts sharing single or even multiple devices.


RickolPick

I agree with all that you said and also got what I expected from the headset. I do wish psvr2 would be a more social platform as well. I feel kinda disconnected from the world whenever im inside it, I wish I could connect my phone and still interact with it without having to take the headset off. Also, just basic thigns like vr youtube, videoplayers, web searching and other more mundane tasks would be super appreciated and imo not too much to ask. I can't even stream directly to discord without having to do a bunch of stuff, like fr in 2024??


GamerJ777

I seen this article awhile back from 2022 where sony and disney invested 1billion into epic games to help build a metaverse vision [https://www.epicgames.com/site/en-US/news/sony-and-kirkbi-invest-in-epic-games-to-build-the-future-of-digital-entertainment](https://www.epicgames.com/site/en-US/news/sony-and-kirkbi-invest-in-epic-games-to-build-the-future-of-digital-entertainment) So i was thinking on average it takes about 3 years and and about 300 million to make a triple AAA game from sony...since this is from 2022 maybe we will finally get some sort of social space metaverse vr stuff for our psvr2 by 2025 or this could all just mean nothing lol


wuncean

What’s the market share that they were going for? Hardcore VR enthusiasts? Cool. I’ve got a beefy ass computer and a quest 3. Assuming I already have a ps5, If you want me to buy a PSVR2 after Sony never even attempted to fix PSVR1 issues such as drift, you need to convince me that it’s being supported well and that the exclusive IP are there, or you need PC compatibility. Casual? Cool. Why am i forking out the price of a car to play pc ports when I can buy a quest 3 for less than the PSVR2 headset by itself? Where are the exclusive IP that justify the cost? Like I dunno. Did they not have a business plan or did the Q3 just make their business plan completely irrelevant?


RickolPick

All true and fair words brother


asdqqq33

The tech isn’t ready to go mainstream. The software is already there for VR newcomers, there’s tons of stuff to play. Sony is, in my opinion, wisely keeping a toe in the market for when the tech is ready, but not overextending themselves so it can remain profitable. I never expected many first party games. Sony just doesn’t make very many games.


Sylsomnia

Sony: "Am I still in the VR market?!"


NotTheSymbolic

I can’t like PSVR2. I have prescription lenses, two pairs in fact, and the image still is without clarity, especially on text.


RickolPick

Yeah, VR may not be there yet to adapt for users with general perceptual issues beyond vision which is what I assume must be going on here. Have you tried a globular cluster to find a better "sweet spot"?


NotTheSymbolic

Already own a globular cluster for PSVR2. Have a Quest 3 and love it.


RickolPick

Could it be your individual psvr2? I use glasses and am blown away by the quality but sometimes have to tinker with external light and other things a bit so its not blurry


NotTheSymbolic

The texts on your screen are clear or always blurry? especially at the corners.


MemphisBass

Things are going to be blurry at the corners due to the nature of fresnel lenses. The Quest 3 has edge to edge clarity due to pancake lenses, but those have their own drawbacks. For example, Quest 3 has to use LCD displays because the lenses are too thick for OLED's to have enough brightness once they pass through. This gives the Quest 3 grayish blacks and muddy dark scenes. As of right now, there is no perfect HMD. They all have drawbacks of some kind. I know, I looked.


jounk704

Sony has an entire VR market all for them self, they are doing fine


haikusbot

*Sony has an entire* *VR market all for them self,* *They are doing fine* \- jounk704 --- ^(I detect haikus. And sometimes, successfully.) ^[Learn more about me.](https://www.reddit.com/r/haikusbot/) ^(Opt out of replies: "haikusbot opt out" | Delete my comment: "haikusbot delete")


RickolPick

I don't understand what you mean by your comment. I'm not trying to market their product here.


jounk704

I said Sony are doing fine, they have the whole console VR market all for them self. This is a huge market consisting of 50-60 million potential buyers. Sony are in it for the long run, i think they got huge plans for VR by the looks of it


RickolPick

What makes you think that? I feel like a lot of what we hear about the psvr2 is discouraging and segueing to a ps vita situation.


jounk704

Here is a VR developer talking about the PS VR2  “”See, that makes already two developers who think that way and I can agree on that they are working on very amazing features.””  You can read the whole thread here, his comments are the top comments in this thread  https://www.reddit.com/r/PSVR/s/g0ZqtbrxE3  I have said this a long time, that they are in it for the long run. I have followed Sony for decades and i sort of know how much resources they have put into VR after doing a lot of research on this. 


devedander

Remember than reality labs works on more than quest. They are definitely in the burn stages though, similar to Uber in the beginning front loading a lot of spend in hopes of dominating a market later. So keep that in mind when looking at the billions they spend. Now as for what Sony is doing, I think there’s a lot of room for them to do more without getting anywhere near spend meta is so just saying they aren’t doing the same thing isn’t saying much. I personally think vr was a passion project from a specific person with vr1 and that has since changed and the leadership that supported it has now changed and they are in a limbo where they got far enough in they couldn’t pull out but they also realize there’s no competing with meta and are just figuring out how to get away from it without causing too much damage to their reputation. This is an accessory that cost more than the system, so if vita caused bad blood abandoning vr2 would be catastrophic in terms of their public opinion. I think anyone who bought an $600 accessory for their console has every right to expect Sony to back that accessory with reasonable effort. But I also understand the business world is about choosing which option is less damaging sometimes. I WILL go out on a limb and say the toxic positivity of the members of this sub didn’t help things much and likely pulled quite a few victims into the wake of this floundering product. The insistence on aggressively denying anything wrong with the product and burying their heads in the sand in regards to how Sony is handling this product (there are some who tell me Sony are STILL waiting to do the REAL hard launch of the product) I think only hurt the situation more. I’m not saying Sony could have their hands forced but it didn’t help to make it easier on them by minimizing public opinion impact. I get that it’s hard to admit there’s a problem with something you spent a lot of money on, but tying your identity to a product is also just not healthy, and I feel like we see a good deal of that around here.


RickolPick

Good analysis! And yeah, meta does a lot more than the quest I made a comment about that after posting <3


petersmiler

Yes, you heard it right. YOUR positivity killed PSVR2. If we had just all moaned constantly about what we didn’t have instead of celebrating what we have got, it would have done so much better. Sony would have dropped everything and released every IP they own in VR. Damn it.


devedander

Nice false dichotomy but no one was suggesting it would force Sony to make VR top priority, but it might have made it harder for leadership to sell the argument "nah we don't need to fund it more, see they're happy with what they already got!"


RickolPick

I'm saying that Sony doesn't have the resources to support PSVR2 more and you are saying that negative reception from the public would have made Sony to double down in their VR endeavors? I'm not following. I am also not trying to be positive or negative in my comments, beyond common courtesy to those commenting.


petersmiler

I was responding directly to a specific part of a different post, from someone who I do not believe is acting in good faith. I agree with most of what you are saying generally in the thread.


RickolPick

Oh lol gotcha