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[Bloomberg] Sony plans on producing 2 million PSVR2 units by March 2023

nocsi

Member
Really really wished they put in a bit of effort in PSVR BC. There’s actually a lot of PSVR exclusives that are going straight to the grave.
 

SLB1904

Banned
100%

I played Blair Witch on Game Pass when it released. Headphones w/ binaural audio, in the dark, alone, was pretty scary. On Quest 2 its an entirely different experience.
No doubts. Going through the house in RE7 was insane. And we are talking about the shit psvr1 headset.
Something about vr that trick you mind to smell it as well. I swear I could smell the old wood of the house.
Nothing comes close really. I wish capcom would give us native ports of their horror games
Really really wished they put in a bit of effort in PSVR BC. There’s actually a lot of PSVR exclusives that are going straight to the grave.
I have high hopes these games will get a port. What's the best way to learn about vr2 tech than port those games. We'll see.
 
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No doubts. Going through the house in RE7 was insane. And we are talking about the shit psvr1 headset.
Something about vr that trick you mind to smell it as well. I swear I could smell the old wood of the house.
Nothing comes close really. I wish capcom would give us native ports of their horror games
VR really is something else, those tricks you talk about like smells. Its not there but your brain just fills in the gap in such an amazing way, that's what I love about VR immersion. Its gotta be experienced to really be understood how much of a game changer it is. Really pumped to see the controllers for PSVR2. I want to know how those haptics will make the experience.
 
That's why I nope the F out with horror in VR. Though I may brave it again.
I don't blame anyone for not wanting to play horror games in VR. I take breaks every 15-20 minutes to re-center when playing Blair Witch because of how creepy that game is. Just the setting and darkness takes so much out of you mentally but its a fun experience.
 

nocsi

Member
No doubts. Going through the house in RE7 was insane. And we are talking about the shit psvr1 headset.
Something about vr that trick you mind to smell it as well. I swear I could smell the old wood of the house.
Nothing comes close really. I wish capcom would give us native ports of their horror games

I have high hopes these games will get a port. What's the best way to learn about vr2 tech than port those games. We'll see.
Persona 3/5 Dancing aren't going to get remastered lol. Sony really needs to ease effort on developers and in turn implement a BC layer to translate PSVR-> PSVR2.
 

Deerock71

Member
Vr Creed GIF by Leroy Patterson
I guess if the fight's over they can't dock you for hitting below the belt, but that's just not cricket, man!
 

Sosokrates

Report me if I continue to console war
VR will present a unique and new way for folks to experience these games. The benefit to Sony of pushing a hybrid approach is that all the users who own these games to play on TV will eventually build up a library of games that are PSVR2 compatible, and will entice some to invest in a VR headset so they can experience the games they own in a completely different way. It also offers a unique selling point available to PlayStation gamers that could sway buying decisions for people to buy certain games on their platform instead of another one if they get the TV version and a PSVR2 version all in one.

It's fine if "most" people will prefer to play on TV. There's no way to tell just how many will want to experience the games in VR at this point in time.

The only issue is VR enthusiasts have always commented on how inferior games not natively designed for VR are.
Its funny how none native games are suddenly a good thing

As to your other point, yes VR is niche and will continue to be niche for a while. Theres always going to be a problem when sight is telling your brain you are moving but your body is not moving, which is the core reason why tv games are an issue because they involve lots of walking and running.
Motion + current VR = sickness, dizzying etc.

And the only way this problem will be solved is having the body move in sync with the movement in the VR game.

Its why tv games are not a good idea with current VR tech.

On a plus note, PSVR2 should have less eye strain because of the higher resolution.
 
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vivftp

Member
The only issue is VR enthusiasts have always commented on how inferior games not natively designed for VR are.
Its funny how none native games are suddenly a good thing

As to your other point, yes VR is niche and will continue to be niche for a while. Theres always going to be a problem when sight is telling your brain you are moving but your body is not moving, which is the core reason why tv games are an issue because they involve lots of walking and running.
Motion + current VR = sickness, dizzying etc.

And the only way this problem will be solved is having the body move in sync with the movement in the VR game.

Its why tv games are not a good idea with current VR tech.

On a plus note, PSVR2 should have less eye strain because of the higher resolution.

Many people can say many different things. It's not always the same people.

As for the disconnect between your eyes and your body not moving, supposedly the haptics in the headset can help with that immersion and can help reduce motion sickness. We'll have to see how that plays out.
 

Gamerguy84

Member
I don't mind a USB C wire. The PSVR 1 was clumsy but your wires looked like an old school diving helmet oxygen line, also the breakout box. One C wire shouldn't be bad.

What is realistic data throughput on these wireless sets?
 

Romulus

Member
I've actually had the most fun with games not designed for VR. Basically, give me the massive world of something like RDR2 and I'm more than happy, even with controller support. But without VR, I can't play RDR2 more than a few minutes. The scale of the world is just absolutely tiny and uninteresting without VR, having experience with both.
 
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Sosokrates

Report me if I continue to console war
Many people can say many different things. It's not always the same people.

As for the disconnect between your eyes and your body not moving, supposedly the haptics in the headset can help with that immersion and can help reduce motion sickness. We'll have to see how that plays out.
Lol, people say native games are better then none native... Because .. they are.
I mean im sire there some who disagree, but theres also some people who think halo infinites visuals are state of the art 😆

I think if devs wants lots of walking or running in a VR game there needs to be one of those 360 treadmill things.

Until that tech is perfected and affordable, VR devs should play to VR strengths, games with small environments which require only roomscale movement or if you have to move far there can be teleportation.


You know i just got an idea, it would be cool if there were games which had sections you play on TV and other sections where you play with the PSVR2 e.g a mission impossible style game, you play a mission where you had to shoot your way out a North korean rogue military facility, you play that on the TV in a uncharted TPS style, you eventually escape and have to board a small plane as a passenger and that section you play with the PSVR2.

That would be cool.
 
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Rudius

Member
For those complaining about the cabe, one possible reason for it, apart from cost and compression, may be the eye tracking and dynamic foveated rendering. That has not been yet done via wireless, to my knowledge, and perhaps any miniscule delay would be noticeable to the user, rendering it unusable.
 

Sosokrates

Report me if I continue to console war
For those complaining about the cabe, one possible reason for it, apart from cost and compression, may be the eye tracking and dynamic foveated rendering. That has not been yet done via wireless, to my knowledge, and perhaps any miniscule delay would be noticeable to the user, rendering it unusable.
Its a cost thing. It would require additional communication hardware and a battery. Pretty sure foveated rendering has been done on quest 2, and eye tracking would be possible on mobile hardware, however it may require some onboard processing. So yeah you maybe right there, but it could be done but would just add lots more cost to an already expensive device.
 
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VR really is something else, those tricks you talk about like smells. Its not there but your brain just fills in the gap in such an amazing way, that's what I love about VR immersion. Its gotta be experienced to really be understood how much of a game changer it is. Really pumped to see the controllers for PSVR2. I want to know how those haptics will make the experience.

I agree! I'm very excited about the next generation VR and the technology behind it.

There was a thread about what generation was the largest leap in graphics. I was an outlier in that I voted for the current generation with the note that well designed games that use NG VR could provide an experience that is really unlike anything we've witnessed before.
 
I agree! I'm very excited about the next generation VR and the technology behind it.

There was a thread about what generation was the largest leap in graphics. I was an outlier in that I voted for the current generation with the note that well designed games that use NG VR could provide an experience that is really unlike anything we've witnessed before.
For sure. I think this is a pivotal time in gaming because as I see it, gaming hasn't really changed since PS3/360 in regards to game design, for the most part. The big talk now is all "ray tracing" this and "ssd" that, but in reality we will just end up with better more polished versions of what we already have. VR changes that because it will allow us to experience games in a completely new format.

Like I can get pretty crazy about this shit but imagine The Last of Us 2 right, and instead of a cut scene where we watch Joel get killed, instead we are Ellie, seeing through her own eyes, as we are being held down and now matter how much we struggle its futile. We have to watch this happen, or close are eyes. Nobody is going to tell me that shit wouldn't get them in the feels.
 

midnightAI

Member
Its a cost thing. It would require additional communication hardware and a battery. Pretty sure foveated rendering has been done on quest 2, and eye tracking would be possible on mobile hardware, however it may require some onboard processing. So yeah you maybe right there, but it could be done but would just add lots more cost to an already expensive device.
Erm.... No, quest 2 doesn't have eye tracking and so cannot do true foveated rendering. Foveated rendering uses eye tracking to determine what you are looking at, it then sends that data so that the view can render what you are looking at at full resolution, then it renders everything else at lower resolution (other tricks can be used to blur things out from there so it's a smooth transition from full to low resolution)
It needs to do this very quickly as you eyes can move from one point to another quickly so you do not want any delay doing that. The only on board processing needed is eye tracking data, that data needs to go to the PS5 to do the rendering.
This is one of the reasons why it's wired, cost has nothing to do with it.
 

Rudius

Member
Its a cost thing. It would require additional communication hardware and a battery. Pretty sure foveated rendering has been done on quest 2, and eye tracking would be possible on mobile hardware, however it may require some onboard processing. So yeah you maybe right there, but it could be done but would just add lots more cost to an already expensive device.
Quest 2 has fixed foveated rendering, any vr headset can do that. The real deal is dynamic foveated rendering, tracking the eyes and changing the high quality region of the rendering according to the gaze so you can't notice it. The eyes move very fast and for that to work the process must be even faster. The PCVR headsets that demonstrated it working were all wired, if I'm not mistaken.
 
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reinking

Gold Member
I'd wager "the worst" are the people who speak about things they have no experience with. As long as you have a good router and take the steps to have a good experience with AirLink, you will. If you have a shit router or stand too far away because its in another room, or you are on the 2.4ghz band, then you won't have a good time.

It's not perfect, but under ideal conditions which are not hard to meet, it works really well.


I was talking about the Quest 2. AirLink being mentioned specifically should have keyed you into the fact I wasn't talking about the PSVR2.
Which goes back to my original point in this thread. The option to have cable free is great unless the option weakens the overall experience. We don't know if that is the case with the PSVR2. It very well could be.
 
Which goes back to my original point in this thread. The option to have cable free is great unless the option weakens the overall experience. We don't know if that is the case with the PSVR2. It very well could be.
wireless > wired, at literally any cost, is the better experience. IMO of course.
 

phil_t98

#SonyToo
How to tell me you have no experience with VR games without telling you have no experience with VR games.

Every game I listed is a fuly fledged game, full story, full multiplayer. good graphics, good gameplay. Astrobot itself topped the charts in the UK and was definitely a system seller. Not one of the games I listed is a tech demo and there are many more.

Unfortunatly VR is also a test bed for Devs to screw about and sell Wii lvl shovelware so it gets lumped with the VR is all tech demo, which is not totally true but VR does need some better games for sure.

I have PSVR so your wrong massively wrong. I like my PSVR but there is still a problem with software support for it

Yes I know they are full games but are any of them system sellers? That’s the point.

As I said go on the PS store and look through the VR section and just look how many full games there are, look at how many AAA VR games there are.
 
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StreetsofBeige

Gold Member
PSVR1 sold around 5-6 million units across 120 PS4s. So you're talking about a 4-5% conversion rate based on a $400 VR set (maybe it was sold cheaper later) over about 5 years (I think the unit was phased out the past year).

By the time VR2 comes out, some gaffers above said PS5 should be around 35-40M by then. 2M VR2 sets would be enough to sell into about 5% of PS5 gamers. Chances are the early adopter gamers would be more inclined to buy it than laggards, but 2M should be enough to supply the user base for years.

Although sales will depend on the price. PSVR1 was $400. It may be the same price, $500, or even $600.
 

reinking

Gold Member
wireless > wired, at literally any cost, is the better experience. IMO of course.
Well.. ..yes, all things being equal but you are assuming all things would be equal. I will have to defer to Sony knowing their product and the goals before I declare one over the other. If it turns out it was penny-pinching and we still have a high cost then I will be disappointed. If it turns out there is a performance reason then I will be pleased they choose that route.
 

Sosokrates

Report me if I continue to console war
Erm.... No, quest 2 doesn't have eye tracking and so cannot do true foveated rendering. Foveated rendering uses eye tracking to determine what you are looking at, it then sends that data so that the view can render what you are looking at at full resolution, then it renders everything else at lower resolution (other tricks can be used to blur things out from there so it's a smooth transition from full to low resolution)
It needs to do this very quickly as you eyes can move from one point to another quickly so you do not want any delay doing that. The only on board processing needed is eye tracking data, that data needs to go to the PS5 to do the rendering.
This is one of the reasons why it's wired, cost has nothing to do with it.
I said quest 2 had foveated rendering, i never said it had eye tracking.
Eye tracking will make foveated rendering better, but its still possible without it, its even been done on some console or pc game.

Yes you would need some on board processing for a wireless version to compensate for the lack of a wired connection to a compute device.

PSVR2 could be done wirelessly, it would just cost to much right now.
I belive using wifi or proprietary streaming technologies a VR experience on par with wired could be achieved, it would just cost more then sony is willing to spend or charge the customer.
 

SLB1904

Banned
I have PSVR so your wrong massively wrong.

Yes I know they are full games but are any of them system sellers? That’s the point.

As I said go on the PS store and look through the VR section and just look how many full games there are, look at how many AAA VR games there are.
the walking dead
farpoint
astro
re7
blood and truth or whatver
no mans sky
wipout
skyrim
hitman
moss
ironman
star war squadrons
doom
the persistance
firewall zero hour
ghost giant
beat saber
tetris effect

i mean
 

Sosokrates

Report me if I continue to console war
Quest 2 has fixed foveated rendering, any vr headset can do that. The real deal is dynamic foveated rendering, tracking the eyes and changing the high quality region of the rendering according to the gaze so you can't notice it. The eyes move very fast and for that to work the process must be even faster. The PCVR headsets that demonstrated it working were all wired, if I'm not mistaken.
Yes, thats why in my opinion onboard processing would be required to do eye tracking.
 
Well.. ..yes, all things being equal but you are assuming all things would be equal. I will have to defer to Sony knowing their product and the goals before I declare one over the other. If it turns out it was penny-pinching and we still have a high cost then I will be disappointed. If it turns out there is a performance reason then I will be pleased they choose that route.
If I had to guess it was probably done this way because it guarantees a way that works for everyone without making it too complicated. Imagine if they went wireless and people didn't realize you had to have x,y,z type scenario for optimal conditions. People would rage, bad press, etc. "muh PSVR is broken FUCK SONY" and so forth.
 
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Fafalada

Fafracer forever
The only issue is VR enthusiasts have always commented on how inferior games not natively designed for VR are.
It's still true - but markets have also shown that big IPs do sell, even if they are just quick and dirty conversions like REs or Skyirims/Fallouts.
Also - ultimately it's a good thing companies aren't just copy-pasting the exact same strategy. Even if it doesn't work - we'll still get more variety in VR space as the outcome.

Motion + current VR = sickness, dizzying etc.
Not all forms of locomotion are equally problematic (and some not at all) and that's still an area of development. As mentioned - Headset haptics are also there to assist with that.

I said quest 2 had foveated rendering, i never said it had eye tracking.
Tbh - that was always butchering of terminology, what headsets pre-eye tracking do is 'lens-matching' (for once, I agree with NVidia PR terms), it's got nothing to do with 'where the user is looking' - it's optimizing the pixel-distribution for the lens-distortion, which just happens to be aligned with looking straight forward into the headset.
It has the same purpose though - use more pixels where they matter and vice versa.
Though I gotta admit I'm part of the problem here - as I also referred to it as 'foveated rendering' in public all the way back in 2016.

Eye tracking will make foveated rendering better, but its still possible without it, its even been done on some console or pc game.
Mostly not on PC due to the hodge-podge of GPU features-support being a mess for first 5 years, so it was next to impossible to implement something that worked for more than tiny fraction of userbase, and supporting 'all' the different approaches would cost more than any VR game had the right to spend.
But most PSVR games use it of course - just like Quest, you use every optimization you can get on closed boxes.

I belive using wifi or proprietary streaming technologies a VR experience on par with wired could be achieved, it would just cost more then sony is willing to spend or charge the customer.
Yea, we have products on the market that achieve this already - but indeed, they cost nearly as much as the Quest 2 itself, just for the adapter.
 

phil_t98

#SonyToo
the walking dead
farpoint
astro
re7
blood and truth or whatver
no mans sky
wipout
skyrim
hitman
moss
ironman
star war squadrons
doom
the persistance
firewall zero hour
ghost giant
beat saber
tetris effect

i mean

Have you played Doom VR then?
 

phil_t98

#SonyToo
Not really. But I'm talking about doom 3 vr

My point exactly. Doom VR Ian the doom we know, it’s a bolt on where you don’t really do much in it. Doom 3 not exactly a system seller these days.

Out of those games you mentioned a hand full are decent. Beat saver is fun for a bit and that’s it. My point is the software side isn’t where it should be. I love my PSVR but there isn’t enough full games for it. Like I said go through the VE store and look it’s just bolt on bits or fun little experiences and not enough AAA content
 

Sosokrates

Report me if I continue to console war
It's still true - but markets have also shown that big IPs do sell, even if they are just quick and dirty conversions like REs or Skyirims/Fallouts.
Also - ultimately it's a good thing companies aren't just copy-pasting the exact same strategy. Even if it doesn't work - we'll still get more variety in VR space as the outcome.
Gamers and customers are concerned with a quality product. and pancake ports have been inferior the majority of the time.
Pretty bizarre you are making an argument on behalf of the game company. I mean we are talking about whats best for the gamer right.
Not all forms of locomotion are equally problematic (and some not at all) and that's still an area of development. As mentioned - Headset haptics are also there to assist with that.

Yes, and the types of locomotion in most pancake games are not well suited for VR.
Im not quite sure what type of locomotion your refering too please be more specific.

In my experience motion like sitting in a plane or starship and seeing the scenery out the window is ok in VR, but whenever you're virtual body moves but your real body does not it actually causes a physical reaction with your body, there is nothing that can be done to get rid of this problem unless your real body moves in sync with the virtual body, this aint a debate, its a biological fact.


Yea, we have products on the market that achieve this already - but indeed, they cost nearly as much as the Quest 2 itself, just for the adapter.

Yes, I can see maybe an accessory being available one day or on PSVR3 or PSVR4.
 
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SLB1904

Banned
My point exactly. Doom VR Ian the doom we know, it’s a bolt on where you don’t really do much in it. Doom 3 not exactly a system seller these days.

Out of those games you mentioned a hand full are decent. Beat saver is fun for a bit and that’s it. My point is the software side isn’t where it should be. I love my PSVR but there isn’t enough full games for it. Like I said go through the VE store and look it’s just bolt on bits or fun little experiences and not enough AAA content
I literally just listed 19 from the top of my head lol
And that's for the first generation of psvr.
Psvr 2 already coming out strong
With said and sinners
Horizon
Star wars
Firewall
Re8
 

StreetsofBeige

Gold Member
My point exactly. Doom VR Ian the doom we know, it’s a bolt on where you don’t really do much in it. Doom 3 not exactly a system seller these days.

Out of those games you mentioned a hand full are decent. Beat saver is fun for a bit and that’s it. My point is the software side isn’t where it should be. I love my PSVR but there isn’t enough full games for it. Like I said go through the VE store and look it’s just bolt on bits or fun little experiences and not enough AAA content
You'll never get VR games being giant AAA productions with tons of content. It's not even a budget and ROI issue.

You're not going to get too many gamers strapping a brick on their face and playing with special VR controllers playing for hours and hours like typical gamers do sitting on the couch or chair playing traditional games like RPGs, shooters, online FIFA leagues, or GTA on console and PC.

VR is like arcade games. Some snazzy hook and even modern arcade machines (what's left of them) are skewed to driving games, dance dance, gun games and shit like that. Great for some cheap fun at a game for 15 minutes, but not something you'd do for 15 hours.

So what you get with VR are small bite sized games where people can go in and out.
 

Justin9mm

Member
Day 1, but I'm weary there'll not be enough sets to go around in my territory come launch.
2 million worldwide for launch is definitely a little low.

People wanting the latest and greatest tech has definitely risen over the years, you would want to scour gaming news to make sure you know when pre orders are dropping and get online early. Scalpers will also band together to buy them all up so they can capitalise on supply and demand prices..
 

Justin9mm

Member
You'll never get VR games being giant AAA productions with tons of content. It's not even a budget and ROI issue.

You're not going to get too many gamers strapping a brick on their face and playing with special VR controllers playing for hours and hours like typical gamers do sitting on the couch or chair playing traditional games like RPGs, shooters, online FIFA leagues, or GTA on console and PC.

VR is like arcade games. Some snazzy hook and even modern arcade machines (what's left of them) are skewed to driving games, dance dance, gun games and shit like that. Great for some cheap fun at a game for 15 minutes, but not something you'd do for 15 hours.

So what you get with VR are small bite sized games where people can go in and out.
Exactly!
 

Beechos

Member
Ill be happy if vr was just a light gun game machine. Give me vr cop, time crisis, point blank, silent scope, until dawn, dead space on rails shooters in 3d and ill be happy. Is that too much to ask? 1st person games in vr are still too clunky for me with its movement and teleport mechanics.

Vr would be super dope if they can turn a large space into a vr arena/battlefield with multiple users with full freedom of movement. Think virtual paintball/laser tag in a big warehouse. Someone can prob make a fortune making a place like this for kids parties.
 

vivftp

Member
2 million worldwide for launch is definitely a little low.

People wanting the latest and greatest tech has definitely risen over the years, you would want to scour gaming news to make sure you know when pre orders are dropping and get online early. Scalpers will also band together to buy them all up so they can capitalise on supply and demand prices..

The PS5 itself sold 7.8 million consoles in it first ~5 months. According to this data, Sony plans to have 2 million PSVR2's ready to go by March 2023, which means in the first month or two at most. This is a relatively large amount of headsets only for launch. The PSVR took 8 months to surpass 1 million units, for reference.

Keep in mind we have no idea how many units Sony plans to ship in FY23, this figure is only for the immediate launch window.
 

Crayon

Member
They could have had a port on the hmd so they could let people spend some more money on an addon that had a battery and wifi pack and have something like the dlink vr air bridge. Kinda like how the ssd expansion on the console was a good idea. The wifi options are something your going to see mentioned in reviews going forward as pico and meta will both have the option and valves next vr device is rumored to be standalone with wifi connectivity.


People with old routers?
Edt: ^^^accidental quote


VR really is something else, those tricks you talk about like smells. Its not there but your brain just fills in the gap in such an amazing way, that's what I love about VR immersion. Its gotta be experienced to really be understood how much of a game changer it is. Really pumped to see the controllers for PSVR2. I want to know how those haptics will make the experience.

I thought I bumped my arm on something last night.

Then I tried to set my beer down on a vr table. Didn't drop it, tho.
 
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Justin9mm

Member
The PS5 itself sold 7.8 million consoles in it first ~5 months. According to this data, Sony plans to have 2 million PSVR2's ready to go by March 2023, which means in the first month or two at most. This is a relatively large amount of headsets only for launch. The PSVR took 8 months to surpass 1 million units, for reference.

Keep in mind we have no idea how many units Sony plans to ship in FY23, this figure is only for the immediate launch window.
Times have changed, I had mentioned tech has become increasing popular, scalping has also become rife. We are in a very different time to when the PSVR1 and previous gen launched. I will not be surprised if these 2 million launch units sell out in most countries within the first few hours to a day.
 
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vivftp

Member
Times have changed, I had mentioned tech has become increasing popular, scalping has also become rife. We are in a very different time to when the PSVR1 and previous gen launched. I will not be surprised if these 2 million launch units sell out in most countries within the first few hours to a day.

No doubt it'll sell out very quickly, IMO that's a given. My point is that everything is relative, and relative to the PSVR it seems like they're aiming for this thing to far FAR surpass its sell through rate. The Quest 2 took about a year to hit 10 million units, and given that they're aiming for 2 million at launch, it's within the realm of possibility that Sony could be looking to match that 10 million figure after a year.

We're coming out of a period of time where component shortages were a massive deal and while it appears SIE's secured tons of components for the PS5 itself, we don't really have any way of knowing if component shortages might still be an issue for the PSVR2.

2 million by March would indicate that these are the projections up until the end of this FY since it ends March 31, 2023. For all we know they could be looking to flood the market with PSVR2's in the next FY, just like they will be with the PS5. 🤷‍♂️
 

Resenge

Member
My point exactly. Doom VR Ian the doom we know, it’s a bolt on where you don’t really do much in it. Doom 3 not exactly a system seller these days.

Out of those games you mentioned a hand full are decent. Beat saver is fun for a bit and that’s it. My point is the software side isn’t where it should be. I love my PSVR but there isn’t enough full games for it. Like I said go through the VE store and look it’s just bolt on bits or fun little experiences and not enough AAA content
I agree with you that there isn't enough good games and we need more better games, I get you, but to say there isn't any good games is wrong. There are some great games just drowning in a sea of shit games, as
I mentined earlier Astrobot was a system seller.

There was a time when PSVR had the best games, it may not look like it now but back when it first came out PSVR was pushing the best games in VR and they still have some of the best exclusive games in all of VR. Not many but they are there.

I am living on hopium that Sony has put some clout behind this one and going to bring out games like the OG PSVR had back at the start of its life and keep pushing.

You say you tried Doom VR, did you try Doom 3 on the PSVR? I haven't personally but the Dr Beef port on the Quest is top notch, also the original dooms with the brutal doom mods on Quest are amazing ports. Not official but thought I would mention them anyway.
 
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phil_t98

#SonyToo
I literally just listed 19 from the top of my head lol
And that's for the first generation of psvr.
Psvr 2 already coming out strong
With said and sinners
Horizon
Star wars
Firewall
Re8

And my point was I asked you about 1 of them you listed and you hadn't even played it. Have you played the other 18?
 

poppabk

Cheeks Spread for Digital Only Future
Gamers and customers are concerned with a quality product. and pancake ports have been inferior the majority of the time.
Pretty bizarre you are making an argument on behalf of the game company. I mean we are talking about whats best for the gamer right.


Yes, and the types of locomotion in most pancake games are not well suited for VR.
Im not quite sure what type of locomotion your refering too please be more specific.

In my experience motion like sitting in a plane or starship and seeing the scenery out the window is ok in VR, but whenever you're virtual body moves but your real body does not it actually causes a physical reaction with your body, there is nothing that can be done to get rid of this problem unless your real body moves in sync with the virtual body, this aint a debate, its a biological fact.




Yes, I can see maybe an accessory being available one day or on PSVR3 or PSVR4.
You get used to it pretty fast, your body adapts. I can play FPS games for hours now, when I first started playing I would feel nauseous after 5 minutes. Plus there are several ways of handling first person motion to make it easier on people who have issues. My kids however were straight on virtual rollercoasters from hell with no ill effects.
 

EDMIX

Member
You'll never get VR games being giant AAA productions with tons of content. It's not even a budget and ROI issue.
I don't know about all that now.

We don't know how massive this shit can get, for all we know in 20 years or something, that is the default or something.
 

SLB1904

Banned
And my point was I asked you about 1 of them you listed and you hadn't even played it. Have you played the other 18?
I didn't. Because I want to play them in a decent headset. Psvr1 was a piece of shit. My point wasn't if I play them or not. You were talking about system sellers. They are all system sellers for me. Its like saying gta6 isn't a system seller because i haven't play it. Also I mentioned doom 3 not the one you are talking about
 
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