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IDC reports almost 80% of AR/VR Headsets sold in 2021 were Oculus Quest 2

TheSilentWombat

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Source
  • Market grew 92.1% YOY with 11.2 million units shipped
  • Half the volume shipped in Q4 for the holidays
  • Biggest year since 2016
  • Quest was the leader with 78% of the market with DPVR in second at 5.1%, Pico VR at in third at 4.5%. HTC are iQIYI in fourth and fifth.
  • Shipments projected to grow even more in 2022, reaching 50 million a year by 2026.
 
I actually just bought one lol. It's really amazing, it might be my favorite device next to the Nintendo Switch. Annoyed about needing a Facebook account however, I had to make a throwaway one.
 
Meta is poised to capture the VR market. Honestly, while I understand both are technically different markets, I don't see PSVR2 being the breakout Sony aims to be. It seems the markets want autonomous VR headsets instead of paired ones. Meta will release both the Meta Quest 3 and the Project Cambria, meaning that they will extend on their continuous leadership in this area.
 
Source
  • Market grew 92.1% YOY with 11.2 million units shipped
  • Half the volume shipped in Q4 for the holidays
  • Biggest year since 2016
  • Quest was the leader with 78% of the market with DPVR in second at 5.1%, Pico VR at in third at 4.5%. HTC are iQIYI in fourth and fifth.
  • Shipments projected to grow even more in 2022, reaching 50 million a year by 2026.

I find it a little strange that psvr is not even in the top 5 this year. I know its sales are nowhere comparable to the Quest, and I don't think psvr2 will do much better, but not even the top 5? Has production stopped? It's not even mentioned in the article, only psvr2.
 
why commercial shipmnet that high?Is it that high on consoles too?
Edit: I read it wrong
 
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I find it a little strange that psvr is not even in the top 5 this year. I know its sales are nowhere comparable to the Quest, and I don't think psvr2 will do much better, but not even the top 5? Has production stopped? It's not even mentioned in the article, only psvr2.
PSVR is technologically very dated and is complicated to handle. Even PSVR2 appears dated with its cable based function.

I tried PSVR for the first time about three years ago and it felt very inferior to even the Quest 1, better graphics of course but in any other way it was a terrible experience.

My opinion: PSVR hurted the VR market more than helping it. The relatively long procedure before you could use it, the lack of many PSVR games of anti VR sickness functions and the relatively slow and unreliable hand tracking drove people away. People who try smartphone based VR know that it is only a glimpse in the VR world but people who believe Sonys marketing and think PSVR is a state of the art VR device will probably disappointed conclude that VR is not for them.
 
Meta is poised to capture the VR market. Honestly, while I understand both are technically different markets, I don't see PSVR2 being the breakout Sony aims to be. It seems the markets want autonomous VR headsets instead of paired ones. Meta will release both the Meta Quest 3 and the Project Cambria, meaning that they will extend on their continuous leadership in this area.
Yeah I dont think $500+$400 (or maybe $300?) + $70-$80 per game is going to help psvr2.
 
Yeah I dont think $500+$400 (or maybe $300?) + $70-$80 per game is going to help psvr2.
Oof, that's also a good point. It's $399/499(PS5)+ $399/499(PSVR2) + $70 each game.
A big selling point of Quest 2 is it's attractive price-point of $299.
 
The fact that the Quest is also selling half its units in the Holiday quarter really shows how much of its sales are being driven by families and more casual users. I also think the projections for future headset sales are also very interesting. 50 million headsets a year by 2026 is quite a large number. Even as a VR believer myself I would be incredibly impressed by that level of growth in just a few years.
 
The fact that the Quest is also selling half its units in the Holiday quarter really shows how much of its sales are being driven by families and more casual users. I also think the projections for future headset sales are also very interesting. 50 million headsets a year by 2026 is quite a large number. Even as a VR believer myself I would be incredibly impressed by that level of growth in just a few years.
You can tell very quickly that its main userbase is young groups of gamers. Its why Meta's VR approach feels so consumerless as they really should be pushing for younger people and creating a safer environment rather than their bizzare corporate twist.
 
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