03-03-2018 05:39 PM
03-03-2018 06:17 PM
03-04-2018 05:18 AM
Atmos73 said:
When you work it out and assume Oculus has sold 1million Rifts it works out at 2% or 20,000 units more than Vive. Rift could of sold 70,000 to Vives 50,000.
Not a lot of difference really considering the Rift is one third less. HTC makes money from the DAS too so the difference is even smaller overall. The conclusion is Vive might sell less units but makes more revenue per unit.
03-04-2018 05:58 AM
Atmos73 said:
Facebook are still making a 3 billion loss on Oculus plus 500 million loss in court cases.
Then there’s losses in all those exclusives.
Oculus make like zero profit on Rifts and most Rifters buy from the Steamstore you included.
Oculus will stop funding games once the store is a viable business so says Justin Rubin’s.
03-04-2018 05:59 AM
03-04-2018 06:04 AM
03-04-2018 06:16 AM
Atmos73 said:
You mean the same way Oculus is using Xiaomi to build GO and break into the China markets? Lol
03-04-2018 06:28 AM
I've always been of the opinion that Oculus, via its store front was seen as a big threat to Valve's software monopoly and that was the driving force for them to deliver VR via an alternative piece of hardware. Valve could have just settled for allowing the Rift to be used with Steam games but without alternative hardware, there was always going to be the risk that the VR market would migrate wholesale to Oculus. VR was being touted as the future so the threat must have been taken very seriously. It still is the future but it's a longer path than some were predicting and I think Valve see the risk as being smaller than they originally thought.
I'm not sure Valve were ever really interested in supporting VR via games software themselves. It was enough for them to make sure that alternative hardware existed and ensure that that hardware and the Rift could be used with Steam games. That way, software devs would continue to sell their VR games via Steam and Oculus would be restricted as much as possible into being a hardware vendor rather than hardware/software vendor.
The question is, is the current speed of VR take-up slow enough for Valve to remain complacent. And at what point Rift adoption combined with VR gaming take-up becomes a problem for them.
I'd say Rift adoption of 60% would be an issue for them but only in combination with VR games revenue achieving say 20%... no idea what it is right now but I'm guessing we're a few years away from that. If they're smart though, they shouldn't hang around for that to happen.
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03-04-2018 07:18 AM
03-04-2018 07:37 AM