PlayStation VR To Grow By 75% In 2017

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PS4 VR

With significant competition in the market, the likes of HTC, Samsung and Google. A market

research firm TrendForce shows that Sony using aggressive marketing techniques has taken the lead in terms of

sales. Sony’s  VR headset costs around  $399.

Based on TrendForce’s latest analysis, annual shipments of VR devices worldwide (excluding mobile VR device) are projected to reach 2.91 million units for 2016 and grow massively by 75% to 5.1 million units for 2017.

The question in hand is how are they making more sales compared to other cheaper VR headsets.

The answer to this is that Sony VR was released compatible with PlayStation 4 consoles, PS4 has

around 35+ million units sold. With dedicated VR capabilities and the hardware specifications, it is

without a doubt that Sony will take charge of the VR world.

These are mind boggling gadgets being sold at or beneath cost, will be no simple deed. The interest

for PlayStation VR will overwhelm supply in 2016, and most likely into a decent part of 2017.

The same applies to HTC and Oculus. None of these organizations can bear to deliver a item that

overheats, or has dead pixels in presentations or distorted walled in areas – purchasers are taking a

major wager on these headsets and need to get an immaculate item the first run through.

Second, separating from lower-end VR headsets, practically every major mobile

phone producer will release a VR headset that obliges with its top of the line telephones.

Moreover, 20+ Chinese makers have plans for independent low-end headsets. Huge numbers of

these headsets will be horrible, yet some will be truly useful for VR video and basic amusements.

The committed headset makers are nearly contending with "free" here (Samsung is giving without

end Gear VR headsets with Galaxy S7 pre-requests) and need to show what their items can

improve.

Third, getting completely intelligent encounters out in the market – and soon. Quite a bit of this

separation needs to originate from full intuitive encounters (counting amusements) that permit

flexibility of development in the virtual space as opposed to simply settled point or following 360-

degree video shots.

These take far longer to create than simply adhering a camera alongside a ball court, and stage

proprietors need to continue developing those organizations that can convey this for their headsets.

Add in the fact that there are probably almost twice as many PlayStation 4 consoles (35+ million) in

homes than VR-capable desktop PCs and the early market for dedicated VR headsets (i.e. those not

needing a smartphone to power them) seems like Sony’s to lose.