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The most important statistics. Further related statistics. Further Content: You might find this interesting as well. The question that remains is what we can expect for full-year ARtillery Intelligence calculations which were on target for , estimate Quest annual unit sales at 1.
The disclaimer here is that the figures were completed in November before a pandemic and global lockdown impeded the hardware supply chain. Figures will be adjusted accordingly, and with the benefit of all of the above market signals that have since come to light. In an early and dynamic market and a dynamic world , this will continue to be a moving target. Tracking these clues is important, not just to help buttress the market-sizing of our research arm, but to impart an ongoing sense of VR traction and its strategic implications.
He had a patter. Facebook has waded deeper into the hardware space with the Portal video-call device, and a year of pandemic lockdown has been very kind to both. What time has been less kind to is public sentiment; between its complicity in the disinformation campaigns of the election, privacy issues that arise from its ad-driven business model, concerns about AI bias , and other issues, Facebook has found itself on defense far more often than any company would like.
Yet all that change has made this week in particular a good time to take stock: It just happens to be the five-year anniversary of the Oculus Rift. Over those five years, despite everything, Facebook has solved an astonishing number of problems. And as the company looks ahead, those issues—as well as ones yet unsolved—figure prominently. The technology has survived its initial lean years, but going from a few million users to a billion means far more than just adding a couple of commas.
The question is if the bet pays off. Think back to those first few years of the current age of virtual reality. The first Rift prototype showed up behind closed doors at E3 in Headquartered in Southern California at the time, Oculus began to grow.
When the Rift finally came out with the HTC Vive and PlayStation VR not too far behind , the headset managed to do something no predecessor had: deliver stable and comfortable virtual reality for the price of a game console.
The headset needed a high-end gaming PC to power it, and its cables snaked everywhere. It needed external sensors to track its position in space, which added yet more cables and hardware. So the work continued, as it did at other companies. Back in Menlo Park, Kalinowski and her colleagues worked to turn the emergent technologies into product form.
By Peter Rubin and Jess Grey. As money flowed in, progress flowed out. First came the Oculus Go, in May Remember Samsung Gear VR? Google Cardboard? Then, in December , a sequel followed: the Quest 2. It had also turned its flagship VR headset into something that was a big step closer to a mainstream device, at half the price of the Rift. Perhaps more significant than the headset itself, though, is the financial potential that the VR ecosystem has begun to realize on the software side of the equation.
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