As I said earlier in the thread SteamVR has over 100 million monthly users. But of course NO ONE LISTENS TO ME WHEN IT COMES TO VR ON THIS FORUM
That number is VERY misleading. If you have a VR unit of ANY kind plugged into a USB port on your PC and you open Steam, then you're counted as part of the 100 million you cite. It DOES NOT mean that someone has actually logged into Steam and played a VR game for any significant amount of time during the month.
As I mentioned before, I've owned both a Valve Index setup and the First and Second gen PSVR sets. (Did not buy PSVR2 for PS5.)
VR is more than gaming not everything is on gaming storefronts. AutoCAD has a VR client and many businesses have proprietary software. I don't know how many times I gotta explain this.
I don't disagree. But, you've made the point that VR gaming is massive and that we are somehow missing that fact. I'm saying that I'm not so sure. My point in questioning how many non-gaming-use owners get calculated is for that very reason. I know that my office alone owns a dozen or so VR units for use by the engineers or architects, etc. We have regular meetings where these headsets (Oculus Quest 2) are used for virtual BIM walkthroughs for "pre-visualization." Last use - about a month ago - I still had the same issues of motion sickness.
Once again: 30 million Quest 2s sold, over 100 million monthly SteamVR users
I swear to god if I could loan you guys my Quest 2 and gaming PC so you could try Half Life Alyx I would.
Those numbers again are misleading. If we are honest about it... VR is a VERY, VERY niche thing. Of those 30 million units sold, I expect that a good number of them are being used by businesses as discussed by both of us. And the 100 million Steam VR users is a marketing number and not an honest representation (for reasons already stated).
None of this is to say that for some people VR gaming is their favorite thing. Great for them, and clearly for you. But, for the rest of us, it's a technology that, while admittedly has come a long way recently, still has MAJOR hurdles to overcome and revolutionary technological advancements needed to be an everyday tool.
The best technology is technology that integrates seamlessly and makes life easier without thinking about it. I own an Apple Watch because it provides rich health tracking, alerts, and basic notifications without being intrusive in my daily life. I can go to dinner without needing to carry my phone, because I can receive critical notifications discreetly on my wrist, while also tracking the number of steps I walked, flights of stairs I climbed, general aerobic fitness, heart rate, and any other critical deviations in my health status without ever having to do anything. AR/VR isn't doing that YET.
As I mentioned in another post, I've owned the North Focals, and they were actually pretty good as far as an AR "HUD" screen for daily use. Their drawback was the battery life and weight. If Apple is serious about AR/VR, this is the direction they should be headed. They need to have a typical "glasses" form factor with HUD connectivity to our iPhone. Allow us to read notifications, emails, etc. and respond/reply by voice. Allow us to say "Hey Siri, what am I looking at?" and provide us with AR-overlayed field-of-view information powered by a visual search. And the key that will make it a MUST HAVE technology? Being able to track our eye movements to navigate the HUD interface. The navigation "rings" that other implementations have used have been cumbersome and inaccurate.