StrongNumbersForMobileVR

I read an article on Venture Beat that looks at all major variants of consumer VR devices and crunches the numbers.  Looks like MobileVR (VR3) is enjoying some strong numbers.

 

 

Here’s a breakdown of the sales in Q1 by head-mounted display, according to SuperData:

 

  • Gear VR: 782,000
  • PlayStation VR: 375,000
  • Google Daydream: 170,000
  • HTC Vive: 95,000
  • Oculus Rift: 64,000

 

So what do these numbers tell us?  Well clearly mobile VR (specifically Gear VR, powered by Oculus) seems to be doing very well with just shy of 800,000 sales in Q1 of 2017.  These are quality consumer HMD (VR3) headsets that most people can afford.  Honestly, I wouldn't be surprised if some of these they came bundled with a Samsung smartphone.  

What I am very impressed however by is the surprisingly high number of Playstation VR headsets sold in Q1.  These Playstation VR headsets come at a much loftier price point than Mobile VR so the fact that they sold 375,000 is quite promising for VR developers considering to produce content for the Playstation VR platform.

Then at number 3, Daydream with 170,000 sold, much higher than I thought it would be considering that there are only a few mobile devices out there that currently support Daydream.  If that number grows, then maybe Samsung might have something to worry about, but not today.

Finally the 2 well-known PC VR headsets that paved the way for consumer VR on PC.  The Rift & Vive.  They're not doing too well, but that is to be expected since they are expensive to begin with and on top of that require high-end computer setups to work.

What you won't see on this list are the new HP/ACER Mixed Reality headsets that are due to be made available for use with Windows 10 starting late 2017.  It's going to be very interesting to see where these land in terms of sales figures in this competitive landscape.  Since people aren't quite sure how these will integrate with their Windows 10 systems and how they'll benefit their user experiences, I have a feeling these units will have a slow start but their more competitive price point should land them a spot over the more expensive VIVE & RIFT premium headsets.

For a more detailed breakdown and analysis please visit the article on VentureBeat: LINK