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H1 STYLE="CLEAR:BOTH" ID="CONTENT-SECTION-0"AN UNBIASED VIEW OF THE WIRED GUIDE
TO VIRTUAL REALITY /H1 P CLASS="P_0"IN 2019, SONY SVP OF ...

September 29, 2021


SOME KNOWN FACTUAL STATEMENTS ABOUT VIRTUAL VIRTUAL REALITY ON STEAM


AN UNBIASED VIEW OF THE WIRED GUIDE TO VIRTUAL REALITY

In 2019, Sony SVP of R&D Dominic Mallinson set out the enhancements in store for
next-gen VR technology, including higher resolutions, wider field of visions,
cordless headsets, and look tracking that would recognize precisely where the
gamer's eyes are focused. In 2015, the company closed a Manchester studio that
was established to produce VR video games, but it likewise filed patents that
indicated the possibility of a more immersive, motion-sickness-resistant headset
and more sensitive controllers.

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Yet last September, Play, Station CEO Jim Ryan described VR as an “unproven
space.” In an interview with The Washington Post that was released the following
month, he included, “I think we're more than a few minutes from the future of
VR.” Although Did you see this? reaffirmed the company's commitment to the credo
that VR would one day “represent a meaningful element of interactive
entertainment,” he acknowledged that that day would not get here until after
2021, including, “Will it be this year? No.

However will it come at some phase? We think that.” It's tough to contest that
the VR market was somewhat stagnant in 2020, a boom time for interactive
entertainment. Although video gaming development was expected to be dull in 2020
as software application releases and hardware sales slowed in advance of the
brand-new console launches, the pandemic prompted gamers to invest more money
time on indoor, socially distanced pursuits.

Yet due in part to a slowdown in PSVR sales, VR headset shipments visited 15
percent compared to 2019, even as the video games and multimedias market grew 12
percent year-over-year (up from 4 percent from 2018 to 2019). In December,
Super, Data principal analyst Carter Rogers told me that the business was
predicting a 14 percent decline in general VR income in 2020, largely since of
the closure of location-based home entertainment places such as VR games and VR
attractions in theme parks.

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STRESS, AND MONEY.

Although Super, Data noted that the premium mobile segment of the VR market had
“effectively died” as platforms phased out support for the Samsung Equipment VR
and Google Musing, sales of stand-alone VR rigs such as the Valve Index (which
came out in 2019) and the Facebook-funded Oculus Quest 2 (which introduced last
October) increased 19 percent, even though they were frequently out of stock
thanks to pandemic-induced production hold-ups.