All comes down to how a company or gamers wants to classify its games.
Forza 4 had Kinect integration. Should Forza 4 be labeled a standard game, a Kinect game, or on both lists?
Killzone 3 also had optional sharpshooter controls. Standard, Move or both?
Companies separate them and put them in different categories in their documents for a reason.
Right off the bat, price is going to be a concern for everyone but core techies. When a VR set costs more than the console itself, thats already going to be a sales limiting issue.
Googling it, Samsung Gear VR at $100 sold 5M units and Google Cardboard at $15 sold 15M units. Those things arent even real VR with it's own dedicated screen or special controllers. It's putting your cellphone in front of your face looking through some special lens. It's obvious even to anyone back then that's not going to be the future of VR. But they sold a lot of units due to a dirt cheap price.
Now if Gear VR and Cardboard were $500 the sales would drop like a rock.
Samsung sold over 7 million, and got as low as $50 in the last couple years with even i'ts latest high-end SKU.
Google Cardboard was at the start of the fad, went open source and cardboard exploded, including with Mattel bringing back the View Master, and Nintendo trying and failing to capitalize on Labo, but people got burned out with it quickly, and people didn't consider cardboard VR which is why going back to VR leaders they start with Samsung and not Google until the Day Dream (which flopped) but technically yes Google shipped many of those, granted Google also tried to corner and control the VR market previously buy partnering with companies to give at least half those sales for free, but as I said people got burned on cardboard so that didn't end up happening. Not to mention Cardboard was later barely considered VR.
Now back to Samsung Gear VR, yes, the price was a big part of it, and Samsung would have demos of their models (usually no more than two active at once, and in the last year and a half only one) and almost every retailer that carried it so people could try before they could buy. It also helped that you could use it with your phone, granted, the more powerful headsets limited the consumer reach with limited phones compatible but still that reached millions of users with a headset with a small price. Sadly before Samsung could improve Oculus broke the partnership.
Now that Samsung is about to get back into VR, it's clear they are going to keep in mind phone users again, and how price was a big part of its success. Since they make their own components in many places they can undercut the competition as well (same with TCL) I'm curious what kind of tech that Samsung can put in at the price.
If it's $400 or less, with good specs, and compatibility as standalone, with PC, AND phone, it will probably sweep just because of the wide access.
I think many companies abandoning mobile VR was a mistake. In Japan Elecom recently a few months ago released two headsets and one was a new generation mobile VR, sold out initially and continues to sell well, helped to push Elecom over Quest there as number1.
Never mind that Sony doesn't create the best sellers list. It's beyond mental gymnastics, he's just spewing crap at this point.
Satansblade is constantly wrong and DeepEnigma just rides others answers, but the fact we have a thread on this very thing and the former is still going to pretend Sony didn't create their own lost is rather entertaining but also concerning.
Sony recently released the ranking list of PlayStation VR2 downloads last month. The list is divided into the US region (including the United States and Canada) and the European region.
There's no mental gymnastics because you guys have bias.
What's even worse is the point of the original uses in that chain of posts was crystal clear, he was clearly talking about exclusives in VR and not GT& and RE8, he even mentioned both of them to make it even more clear he wasn't including them.