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Meta (estimated) to have sold over over 1 million Quest 3 & 3S since Oct. 15th 2024, in the US / Windows 11 integration preview starting this month.

MarkMe2525

Gold Member
Hartman Capital's recent estimate of Quest 3S sales, from launch through Cyber Monday, puts the Quest 3S at or around 730,000 units sold by 6 of the top US retailers. It is also estimated that the OG Q3 is selling at about a 40-50% ratio, in comparison to the Q3S. This puts Meta's newest platform at over a million units sold over a 48-day span in the US alone. For transparency's sake, I can't find a solid source for the 40-50% ratio of Q3 sales, but it lines up with the units sold info you can see on Amazon.

I find this quite impressive, especially for a market segment that seemed like it was starting to stagnate. I think Meta can look forward to another market segment opening up when the Windows 11 integration is completed. Much like the Apple Vision Pro's feature, a Q3 user will be able to wirelessly connect to their Windows 11 computer and use the Q3 headset as a native virtual display to a number of monitors, or one giant monitor. Unlike current methods to achieve this, it is being advertised as a "one-click solution" and the ability to be connected "in seconds." While there is undoubtedly less utility when doing this with the lower resolution Q3S, it speaks to future use cases of not only the Quest 3, but future Quest models. Q3 and Q3S users, who are on the "Public Test Channel," can look forward to testing this feature out beginning sometime this month (December).

Now this is just me speculating, but I can see a future where this connection is done using Wi-Fi Direct (maybe that is already going to be an option). Currently, one can achieve this utilizing AirLink, Virtual Desktop, or Steamlink, but all of these solutions require separate equipment to get this going (a decent router that doesn't have much traffic on it). If it does pan out, it's going to be awesome for me to be able to plop my laptop down anywhere and boot into my PCVR content.

So what does gaf think? Can this success be sustained, or will interest taper off again? Do you think the Windows 11 integration is going to push people, who are on the fence regarding the utility of VR, to get one?

cmCzxkR.jpeg
 
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analog_future

Resident Crybaby
I'm glad VR appears to be finding a sustainable audience but unfortunately it's going the opposite direction than I was hoping, personally.


VR is all about immersion so to see these all-in-one headsets with mobile device graphics catching on while the traditional headsets are pretty much completely dead is depressing.
 

Magic Carpet

Gold Member
I just bought the remake of Arizona Sunshine 1 and 2 on Steam to play on my Quest 3. Zombies shooting fun.
Still need to finish Batman, Metro, Assasins Creed, and a whole bunch of smaller games that I picked up on impulse.
Still go back to some of the ole stand by's like Beat Saber and Walkabout Minigolf, I keep buying the add ons for minigolf.
 

Loomy

Thinks Microaggressions are Real
I'm glad VR appears to be finding a sustainable audience but unfortunately it's going the opposite direction than I was hoping, personally.


VR is all about immersion so to see these all-in-one headsets with mobile device graphics catching on while the traditional headsets are pretty much completely dead is depressing.
Unfortunately, brute forcing it with bleeding edge technology hasn't worked. Meta has the right idea here. Get as many headsets in as many hands as possible. That means pricing it in a way that is affordable. The 3S is an amazing candidate for that. The larger the install base, the easier it is to justify continued investment in the higher end headsets.
 

adamsapple

Or is it just one of Phil's balls in my throat?
I don't think it's relevant, tbh. PSVR2's fate has already been decided.

Oh I don't expect PSVR to be anywhere close, just wondering how much it might have. I recall they made a big fuss about it selling same or higher than PSVR2 after the first couple of months, but radio silence since.
 

MarkMe2525

Gold Member
Oh I don't expect PSVR to be anywhere close, just wondering how much it might have. I recall they made a big fuss about it selling same or higher than PSVR2 after the first couple of months, but radio silence since.
I could be mistaken, and I can't source this claim, but I believe there was a developer that recently spoke of the PSVR2 market being a little over a million.

Edit: another user below stated that it was 2million, not 1 million
 
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PanzerCute

Member
Oh I don't expect PSVR to be anywhere close, just wondering how much it might have. I recall they made a big fuss about it selling same or higher than PSVR2 after the first couple of months, but radio silence since.
According to a dev who recently released a game, PSVR2 has been above 2 million for a while, which is basically the same results as PSVR1. The guy also said his game sold more in 2 weeks on PSVR2 than in 4 months on Quest.

PSVR2 is not a big success, but it is far from the catastrophe some people describe.
 

MarkMe2525

Gold Member
Windows is holding PC gaming back, once it doesn't have a grip on it we will be better off. Valve has come a long way in making it less relevant, hopefully 5-10 more years for 100% compatibility.
And their work isn't going to help anyone achieve having multiple virtual monitors for one's spreadsheets, this is primarily being worked on a productivity value add.

"estimate" that's enough for me to ignore this
You should stay away from a physics or a statistics class then. "Estimates" don't mean unfounded and or not supported by evidence. Modern technology works due to "estimates" of how materials will behave, how electrons will propagate, etc. Now this particular estimate is admittedly rough, but the idea that you should dismiss something strictly due to it being an estimate, is faulty.
 
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Minsc

Gold Member
I'm glad VR appears to be finding a sustainable audience but unfortunately it's going the opposite direction than I was hoping, personally.


VR is all about immersion so to see these all-in-one headsets with mobile device graphics catching on while the traditional headsets are pretty much completely dead is depressing.

To be fair it is stronger than the current home console market leader!
 

willothedog

Member
According to a dev who recently released a game, PSVR2 has been above 2 million for a while, which is basically the same results as PSVR1. The guy also said his game sold more in 2 weeks on PSVR2 than in 4 months on Quest.

PSVR2 is not a big success, but it is far from the catastrophe some people describe.

What was the game?
 

onQ123

Member
Hartman Capital's recent estimate of Quest 3S sales, from launch through Cyber Monday, puts the Quest 3S at or around 730,000 units sold by 6 of the top US retailers. It is also estimated that the OG Q3 is selling at about a 40-50% ratio, in comparison to the Q3S. This puts Meta's newest platform at over a million units sold over a 48-day span in the US alone. For transparency's sake, I can't find a solid source for the 40-50% ratio of Q3 sales, but it lines up with the units sold info you can see on Amazon.

I find this quite impressive, especially for a market segment that seemed like it was starting to stagnate. I think Meta can look forward to another market segment opening up when the Windows 11 integration is completed. Much like the Apple Vision Pro's feature, a Q3 user will be able to wirelessly connect to their Windows 11 computer and use the Q3 headset as a native virtual display to a number of monitors, or one giant monitor. Unlike current methods to achieve this, it is being advertised as a "one-click solution" and the ability to be connected "in seconds." While there is undoubtedly less utility when doing this with the lower resolution Q3S, it speaks to future use cases of not only the Quest 3, but future Quest models. Q3 and Q3S users, who are on the "Public Test Channel," can look forward to testing this feature out beginning sometime this month (December).

Now this is just me speculating, but I can see a future where this connection is done using Wi-Fi Direct (maybe that is already going to be an option). Currently, one can achieve this utilizing AirLink, Virtual Desktop, or Steamlink, but all of these solutions require separate equipment to get this going (a decent router that doesn't have much traffic on it). If it does pan out, it's going to be awesome for me to be able to plop my laptop down anywhere and boot into my PCVR content.

So what does gaf think? Can this success be sustained, or will interest taper off again? Do you think the Windows 11 integration is going to push people, who are on the fence regarding the utility of VR, to get one?

cmCzxkR.jpeg
Big 3 Nintendo, PlayStation & Meta Quest 👀
 

ArtHands

Thinks buying more servers can fix a bad patch
I could be mistaken, and I can't source this claim, but I believe there was a developer that recently spoke of the PSVR2 market being a little over a million.

Edit: another user below stated that it was 2million, not 1 million

The dev based it on the reported 2 million numbers shipped number before Sony “pause” the manufacture at the start of the year
 

LectureMaster

Gold Member
It is really a nice piece of tech, wireless, easy to wear and carry, although for the comfortability for long-time wearing could still use a lot of improvement.

I got mine this year for free from my employer, only played a couple of casual games but impressed. Planning to play Alyx later this month on Steam.
 
VR is all about immersion so to see these all-in-one headsets with mobile device graphics catching on while the traditional headsets are pretty much completely dead is depressing.

VR is about a bit of fun with friends and family with some gimmicky arcadey type games lol.

There is a reason there are barely any AAA immersive experiences. Arguably there is really only one (Alyx) in terms of top quality experiences. There's no market for it to justify the expense required to make games of that quality. Valve clearly wanted Half life 3 to also be VR but have even changed tact in that regard. Immersive AAA VR experiences are over for the forseeable. Even the best headsets aren't comfortable enough for me to want to spend hours in a game like I do with normal games. That's a common problem and will take a long time to go away.

The quest 3 is best of both worlds and can do PCVR fine as well as having the option to play stuff locally when you take it over to friends and family.
 
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Haint

Member
I wonder if we start to see more support from devs for vr. Pretty crazy growth.

No, cause just like with the Wii, "serious" and seasoned developers have no interest developing simplified games for decade+ old mobile hardware capabilities, and similarly "core" gamers who account for 90% of the industry's revenue have no interest buying simplified games that look a decade+ old. #Gamers overwhelmingly a vehemently reject anything that threatens their 27" monitors, mouse/keyboards, and 40 year old standard controller functionality. They've rejected motion controls, body tracking, Stereoscopic 3D, and now VR.
 
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onQ123

Member
No, cause just like with the Wii, "serious" and seasoned developers have no interest developing simplified games for decade+ old mobile hardware capabilities, and similarly "core" gamers who account for 90% of the industry's revenue have no interest buying simplified games that look a decade+ old. #Gamers overwhelmingly a vehemently reject anything that threatens their 27" monitors, mouse/keyboards, and 40 year old standard controller functionality. They've rejected motion controls, body tracking, Stereoscopic 3D, and now VR.
Wrong hardcore devs actually love pushing older tech especially when the tech is selling
 

MarkMe2525

Gold Member
VR is about a bit of fun with friends and family with some gimmicky arcadey type games lol.
I know you aren't going out of your way to just shit on VR and are coming from your own personal experience, but reading this made me think of something. More or less, I'm just taking this opportunity to rant.

People heard this same argument from the university professor when their students started programming games, on these new fangled things called computers. Then we heard it from the parents of kids who wanted to go to the arcade. Then we heard it from the arcade veterans when these games started popping up on early PCs. Then we heard it from the PC gamer when consoles hit the scene. Thing is, VR allows for experiences that are IMPOSSIBLE on other platforms. Yes, devs are still figuring out how to best take advantage of the platform, they are just cutting their teeth, but it will be figured out.

In the end, it will end the same. There will be naysayers, but VR is here to stay. It may not be in it's current configuration, and it may not be dominated by the same companies that dominate today, but some company is going to stumble on the perfect recipe. When they do, I believe VR/AR will be as prevalent as the smartphone.

Wrong hardcore devs actually love pushing older tech especially when the tech is selling
to be fair, he said "serious and seasoned" devs, not hardcore. It seems like you two are talking about different things. I think he is referring to devs that want to make a product that sells and makes money. In saying that, I don't agree with him. There will always be a large contingent of devs that go where the money is, and if the market says the money is in VR, that is where they will be.
 
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I know you aren't going out of your way to just shit on VR and are coming from your own personal experience, but reading this made me think of something. More or less, I'm just taking this opportunity to rant.

People heard this same argument from the university professor when their students started programming games, on these new fangled things called computers. Then we heard it from the parents of kids who wanted to go to the arcade. Then we heard it from the arcade veterans when these games started popping up on early PCs. Then we heard it from the PC gamer when consoles hit the scene. Thing is, VR allows for experiences that are IMPOSSIBLE on other platforms. Yes, devs are still figuring out how to best take advantage of the platform, they are just cutting their teeth, but it will be figured out.

In the end, it will end the same. There will be naysayers, but VR is here to stay. It may not be in it's current configuration, and it may not be dominated by the same companies that dominate today, but some company is going to stumble on the perfect recipe. When they do, I believe VR/AR will be as prevalent as the smartphone.

I absolutely believe VR has a future. But I don't think we are waiting for an amazing piece of software. There needs to be serious leaps in weight and comfort of the headsets itself first. And even then this completely ignores the logistical barrier a lot of people have wherein the optimal experience requires a decently sized space to move around safely in. Also ignoring the logistical issues of having a headset be light, but still have good battery life and have good latency to whatever device is streaming to it (for an optimal wireless experience - right now you basically need to setup its own dedicated router in the same room for wireless to be acceptable).

And honestly on a personal note - I recently spent quite a lot of time in VR playing HL Alyx basically non stop - and I'd be lying if it didn't fuck with my brain a bit. I woke up from a nap after a session and I definitely had some fucked up depersonalisation/derealisation shit going on where I felt like I was in VR and detached from my own body haha. I'm not sure immersive extended VR is healthy for our brains that havent really evolved for a long time. It's completely different to looking at a screen in my opinion. You've also got absolute freaks in VR chat who already spend too much time in VR and GENUINELY claim they get "phantom sense" and feel everything irl they experience haha.

As I say - lots of barriers for this immersive VR experience.
 
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MarkMe2525

Gold Member
I absolutely believe VR has a future. But I don't think we are waiting for an amazing piece of software. There needs to be serious leaps in weight and comfort of the headsets itself first. And even then this completely ignores the logistical barrier a lot of people have wherein the optimal experience requires a decently sized space to move around safely in. Also ignoring the logistical issues of having a headset be light, but still have good battery life and have good latency to whatever device is streaming to it (for an optimal wireless experience - right now you basically need to setup its own dedicated router in the same room for wireless to be acceptable).

And honestly on a personal note - I recently spent quite a lot of time in VR playing HL Alyx basically non stop - and I'd be lying if it didn't fuck with my brain a bit. I woke up from a nap after a session and I definitely had some fucked up depersonalisation/derealisation shit going on where I felt like I was in VR and detached from my own body haha. I'm not sure immersive extended VR is healthy for our brains that havent really evolved for a long time. It's completely different to looking at a screen in my opinion.
That VR dissociation is real, and common for people who are new to long VR sessions. It goes away quickly, but it is fucking weird at first. It's almost like it takes some time for your brain to get comfortable with the fact that these VR experiences aren't real.

On the topic of it is healthy, I would imagine for a group of people it isn't. Much like internet access and social media can take those who are on the edge of delusional paranoia, and push them over the edge. Of course, I don't think we should stop investing in the technology because of that, but it is something for developers to consider, especially when compute gets to the point where it can render hyper realistic VR experiences (some are pretty close).
 
That VR dissociation is real, and common for people who are new to long VR sessions. It goes away quickly, but it is fucking weird at first. It's almost like it takes some time for your brain to get comfortable with the fact that these VR experiences aren't real.

On the topic of it is healthy, I would imagine for a group of people it isn't. Much like internet access and social media can take those who are on the edge of delusional paranoia, and push them over the edge. Of course, I don't think we should stop investing in the technology because of that, but it is something for developers to consider, especially when compute gets to the point where it can render hyper realistic VR experiences (some are pretty close).

Yup - as you say there always needs to be progress. Not against that - just have always been on the sceptical side of VR. But hey it may never be for me and I'll probably just be an out of touch old man like my dad is with never getting into videogames at all in 20 years.
 

Goalus

Member
I'm glad VR appears to be finding a sustainable audience but unfortunately it's going the opposite direction than I was hoping, personally.


VR is all about immersion so to see these all-in-one headsets with mobile device graphics catching on while the traditional headsets are pretty much completely dead is depressing.
A headset that needs a stationary device in order to function properly is like a smartwatch that needs a stationary device in order to function properly - a giant pile of bullshit.
 

MarkMe2525

Gold Member
Yup - as you say there always needs to be progress. Not against that - just have always been on the sceptical side of VR. But hey it may never be for me and I'll probably just be an out of touch old man like my dad is with never getting into videogames at all in 20 years.
Back in 2019, when i first got my headset, I would find myself standing there, and instinctually trying to press my "joystick" forward to walk. For a second, I forgot I had to actually move my legs.
 

MarkMe2525

Gold Member
Did I miss something? Neither macOS nor iOS were mentioned.
Some people will take any opportunity to tell everyone how much they don't like something, even when it makes them look like a goofball

edited: i was too mean.
 
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Clintizzle

Lord of Edge.
I was looking really hard at the Quest 3 in the last few weeks. Dont think i'll buy though, its feels a lot like i'll play for 1-2 weeks and never touch it again.
 

MarkMe2525

Gold Member
I was looking really hard at the Quest 3 in the last few weeks. Dont think i'll buy though, its feels a lot like i'll play for 1-2 weeks and never touch it again.
I'm bias, as I could spend 1-2 weeks sitting on my floor, flying around the globe in Google Earth, but I really do think that it isn't going to be until the next iteration that we get to the point where it's good enough to be mainstream. The Quest has great "bones", but the passthrough needs to be a little bit sharper, the SoC needs to be little bit more powerful, and the headset needs to be a little bit more lighter. In saying that, it is really really close, and great for what it is. Hell, as a media consumption device, it would be worth it "for me".
 

Unknown?

Member
Some people will take any opportunity to tell everyone how much they don't like something, even when it makes them look like a goofball

edited: i was too mean.
Look, I get what they are trying to do but working with Valve or on their own for a proper gaming OS would be ideal. Just blemishes this good news by regressing IMO.

I'm glad Quest is doing well because rising tides lift all boats.
 
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MarkMe2525

Gold Member
Look, I get what they are trying to do but working with Valve or on their own for a proper gaming OS would be ideal. Just blemishes this good news IMO.

I'm glad Quest is doing well because rising tides lift all boats.
They are working on their own proper gaming OS, "Meta Horizon OS". It's already starting to be licensed by other headset manufacturers.
 
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