Admittedly I haven't been following the unveiling of Oculus Quest 2 and all of Facebook's other VR/AR-related announcements this week as closely as I once did. (Owing to, you know, their sheer and total Facebook-itude.) But I should note this interesting point CEO Mark Zuckerberg made in an interview with The Verge's Casey Newton:
Casey Newton: So where are you on this long road to making VR mainstream?
Mark Zuckerberg: VR, I think is well on its way. We had this milestone in our mind that first we needed to get the technology to the place where you could have a standalone headset, it could be portable, it could be high quality — do the tracking and all that. And Quest was the big milestone on that. Then, from an ecosystem perspective, we believed that if we get to 10 million units active, then that’s kind of a critical magic number.
At that point, you have a self-sustaining ecosystem. That’s the next big push: how do we get the technology to be more accessible to more people? A big part of that was driving it to be more affordable, and making it more portable. … And we’re not at 10 million yet, but I’m optimistic that over the next few years, we’ll get there. And that will really be a new stage of VR.
Emphasis mine, because, wow. 10 million active users isn't even large compared to a single video game console. (Total sales of Nintendo Switch, after 3.5 years on the market: 61 million.) Even more key, the first Oculus Quest barely reached 1/10th those numbers:
As of now, SuperData just confirmed with me directly, the Oculus Quest install base is roughly (and only) 1 million. Almost exactly a year ago, Quest sales were strong enough that it was on track to reach a million by the end of 2019.
I know some readers are skeptical of SuperData's estimates, but revenue numbers reported by Facebook itself also suggest an install base of that size — or a somewhat larger one that doesn't spend much on content, which is about as bad.
Nearly 500 votes from mostly VR enthusiasts about Oculus Quest 2. 2/3 will sign into their Facebook accounts to enjoy VR. 1/3: https://t.co/61IAPLpEtz pic.twitter.com/hGI4IXhww3
— Ian Hamilton (@hmltn) September 18, 2020
https://platform.twitter.com/widgets.js
But somehow Facebook expects the Oculus Quest 2, despite some prominent bad reviews, to reach 10x Quest 1's numbers. Even when we're still in the middle of a pandemic, with no safe way to give product demos to curious shoppers. And even when Oculus 2 will come with mandatory Facebook ID log-in, alienating a large fraction of current VR users (to judge by this casual poll by Upload VR's Ian Hamilton).
I mean it could happen if the company spent massively on marketing, but I'm not holding my breath. But as I said, this is quite a risky gamble on the future oF VR as a consumer product.
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