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Data and Insights in the VR Market

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In this 2016 GDC session, EEDAR's Patrick Walker shares some useful data on the virtual reality marketplace that may be helpful to developers working in all ends of the VR sector, from gaming and beyond. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter https://twitter.com/Official_GDC Check out our Facebook page for GDC exclusives https://www.facebook.com/GameDevelopersConference Visit our site: http://ubm.io/2ctNvqZ
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Text Comments (28)
Aquatic Borealis (1 year ago)
Sonce he's only using Steam stats, he's missing a lot of data for direct sales and sales from the Oculus store. That's pretty skewed. Consider Elite Dangerous, a game which has many VR players and considered by many to have the deepest/most immersive experience in VR. But it's actually not a VR only title, sells many copies directly from it's own store, and from the Oculus' store. It's not reflected in his sales stats at all.
cmdskp (1 year ago)
Very disingenuous misquotes @3.15 about 50 to 100 million units - Mark Zuckerberg continued next saying that it would take "a few cycles of the device to get there" - http://www.pcgamer.com/facebook-oculus-rift-will-need-to-sell-50-100-million-units-to-be-meaningful/ So, then matching that to Iribe's quote for the first device cycle lifetime quote is wrong. It's a bit more believable to consider the VR unit sales by gen. 3 or 4 reaching the 50~100 million.
Jolly Joel (1 year ago)
I put hundreds of hours in Non-steam PC games, so I don't count for some of those statistics.
James Dreger (1 year ago)
What was the game that got the worst ratings on the chart but was used more than anything outside of Virtual Desktop?
Herminationstation (1 year ago)
Cash me ousside, howbow dah
Zipirl (1 year ago)
It's really fools like this Shark that really damage the growth of the industry.
Airic Bourne (1 year ago)
lol what
Rumford Chimpenstein (1 year ago)
+eggo you say that like growth is inherently good? You know what grows? CANCER
James Dreger (1 year ago)
Oh, ok, yes. Should have been more thorough to begin with. I would say he's just making bad assumptions as opposed to being a "shark".
Zipirl (1 year ago)
Also, He implies that headset exclusives are a positive thing. Which for a brand is absolutely not true. Even if signing a deal is a net gain, it's a long term mark against an IP which can hinder growth.
Zipirl (1 year ago)
VR is fragile right now and early adopters are the driving force. This guy logic isn't sound using the data that currently exists. "game length doesn't matter!" is absolutely against what enthusiasts want. There just hasn't been a triple A full fledged release of one yet. Inferring that users want short demo like experiences is so short sited.
ComicsLegend (1 year ago)
Getting really dizzy was something I really wasn't expecting. One of the main things that isn't really talked about in VR is the fact that you will get dizzy and will take time to adapt and build up your tolerance. I hope in future games they can work on minimizing this side effect.
Spo8 (1 year ago)
That's what makes it tough, though. It really varies person to person. I've never gotten motion sick from even intense VR stuff, but I have friends that can barely handle mild VR experiences. Devs are getting a lot better about avoiding things that make a larger percentage of people sick, though.
Matthew Lake (1 year ago)
I've never had dizziness or nausea in VR, so not everyone gets it. I've even played 8 hours of DCS world with little 5-10 minute breaks every hour or two
eggo (1 year ago)
It took me 30 minutes to get used to it. After that i could play 3 hours straight before my eyes needed a break. You should take breaks more often than that anyway. Nausea happens because many developers fail to implement a believable momentum system in the game or application. With realistic movement speeds you're fine with just a little bit of practice.
James Dreger (1 year ago)
"isn't talked about" basically everyone that talks about developing for VR talks about nausea as if it's something that happens to everyone. It's legitimately talked about too much as the people affected are usually affected by everything that doesn't actively limit immersion. There's a reason so many games have annoying teleport functionality or awkward arm-waving functions instead of normal joystick movement.
Eugene Flormata (1 year ago)
there's lots look up "VR motion sickness", that's why there's teleporting in most vive games
coxy ofnewp (1 year ago)
@GDC - I just wanted to thank you for the amazing content you keep coming out with! I learnt sooooo much about the industry, and as I been slowly making an indi game in my spare time - It constantly gives me the respect,info,ideas and push to keep going.. Many Thanks..
Hanagomi kusohana (1 year ago)
Modern VR is really Marketing Vaporware!! and thank you for video!! ;)
James Dreger (1 year ago)
+Hanagomi kusohana Nahh, there's at least two reasons this isn't like the "90s boom": 1. It's actually practical now; The Hololens is actually the best example of this, even though I'd say it's not as good of a product yet. 2. tied into it actually being practical, It's also much more believable. In the 90s people thought of computers as one thing and  "real life" as another. Now we already use small computers for almost everything and have them all the time. Adding an easier to get to screen (like hololens, again) sounds like an improvement and not a distraction.
Hanagomi kusohana (1 year ago)
I'm sure you see a different VR. I accept that you believe in the power of the free market, but it is not different from the 90s Boom, perhaps they did not have the same faith that you have in the modern VR. This is not a VR for everyone, it is for few people. While you see the VR 2.0 I already saw the VR 3.0, and this happened and already was burned in advance. Thank you!
Colby Butler (1 year ago)
That's a given for any new market so I wouldn't necessarily say he "glossed over it". In fact, he stated that there's not much of a hardware install base available and it won't really be a big thing until VR 3.0 (aka "Mobile VR") hits it's stride.
James Dreger (1 year ago)
+Hanagomi kusohana I don't know what you mean by the start of that, but I definitely agree with the VR OS. For years I've wanted many things, like a projector to have my screen on my ceiling, monitor mounts to move around my desktop where I wanted it, but they all fell short. Then I opened up Bigscreen and realized VR is what I've always wanted. My desktop should be easy to manipulate in 3d and be scaled to exactly the size I need. VR Does this for me, and while AR might work slightly better, VR is good enough for now. As tech improves, the two will merge anyway.
Hanagomi kusohana (1 year ago)
The problem is not content theory, or maybe I think. VR freezes over time and does not evolve. It is clear that for more marketing this will not improve.....We need an open platform for hardware and software and less marketing based "game experience" and "game content" ( ... which is just crap verbiage). Let's dream with VR-oriented operating systems, but sounds like fiction!

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