GamingVR isn't ready for a "must-play" experience | Opinion
What will it take for VR to grow beyond its niche status and become an important commercial pillar of the games industry? It's quite literally a billion dollar question – many billions, in fact.
Ever since Oculus kickstarted the current VR market ten years ago, there has been a fairly steady progression for the technology, with improvements in hardware and software alike coming at regular intervals.
The addressable audience has grown too, but for the most part that growth has been linear. Meta's range of Quest headsets are probably the best-selling devices in the space, selling around 20 million devices cumulatively. That's good growth, but it's not breakout growth – it shows VR becoming a larger niche, not VR breaking out of niche status entirely.
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