If you follow the virtual reality (VR) space at all, you’ve probably heard about Oculus Go – the much anticipated ‘all-in-one’ headset set to revolutionize mobile VR. No phone required, no awkwardly fitting your phone inside the goggles and hoping it’s secure, no cables to entangle you.
Justgo. Oculus Go will be a lot like a phone when it comes to hardware, with access to lots of apps and videogames in the Oculus Store from Day 1.
We’re expecting to see a brighter and more vibrant display than what we have today, in a lightweight interface. There have been plenty of articles discussing the consumer benefits – a handy package with a familiar model of hardware/app store, lots of content, comfortable fit and all at a fairly democratic price.
While IDC analysts project VR headset sales to reach more than 12 million in 2018, they predict standalone headsets will grow from 14.1 percent of 2018’s AR/VR market to nearly half of the market by 2022 for exactly these reasons. But the consumer sales of VR headsets have been a tricky game, with each of the last 3 years being touted as the ‘year of VR’ by various outlets.
But it doesn’t matter. It doesn’t matter if Oculus Go doesn’t transform the consumer headset game, or if first quarter sales are sluggish due to lack of content (which I anticipate). Read more from vrfocus.com…
thumbnail courtesy of vrfocus.com