画像の引用:Facebook Horizon | Oculus
画像の引用:Facebook Horizon | Oculus
画像の引用:VRChat

このサイトを検索

2020年4月15日水曜日

Did the launch of 'Half-Life: Alyx' affect VR device sales?


Is it difficult to spread VR among game users?
'VR TECH HAMMER' is an information site that provides articles about VR and AR.

Is it difficult to spread VR among game users?


I read this article related to VR. It says that even after the release of the gaming masterpiece Half-Life: Alyx, sales of VR devices have not increased. Is that true?


In Japan, the Oculus VR device was out of stock just before Half-Life: Alyx was released, and it seems that sales are still growing steadily. The price of the Oculus Go has also recently been lowered, so more people have bought it on SNS. It's a not comparison to PS4 and Nintendo Switch sales, but I think it's doing well.

The history of VR devices began with the development of the Oculus Development Kit 1 in 2013, and since then the market has been constantly changing with the release of the inexpensive PSVR and Oculus GO. Developing a VR game can be a big challenge, but I feel that Half-Life: Alyx has had a positive impact on our users.

The important thing is to create content


The development of VR devices is considered to have reached a period of stability. The challenge going forward is definitely to increase high quality content. In addition, many Japan users participate in VRChat, so VR devices can be used as a communication tool. I think there are endless ways to use it.

Eventually, lightweight products will be developed, VR and AR may be used by users on public roads. It won't have the same impact as a smartphone or tablet, but I think a near-innovation will happen in a few years.

0 コメント:

コメントを投稿