Three years have passed since the release of virtual reality helmets to the mass market: in 2016, Oculus Rift, HTC Vive and PlayStation VR appeared. Then they were presented as a revolution in the entertainment industry. But the technology, which was perceived by something akin to the appearance of a car with an internal combustion engine in the era of horse-drawn carts, is still in a coma. VR did not come to every home, although it may have been for a long time. And there are a lot of reasons for this state of affairs.
“You can’t build a business on this”
In March of this year, Sony shared sales results: from 2016, people bought 4.2 million PlayStation VR. In the quarterly reports, the helmet for the Japanese console is also relatively good: the device is ahead of Oculus Rift and HTC Vive. But the reasons for this are simple: the PlayStation VR has ready infrastructure and hardware. The device is enough to connect to the PlayStation 4, which in this generation of consoles turned out to be the dominant prefix. At the same time, the situation with other helmets is more complicated: a powerful and, consequently, a very expensive computer that can pull all the magnificence is still required.