Insights
Sony has provided more information about the release of its PS VR2 through its official blog. According to its latest blog post about this product, the new VR headset, which is the main part of a PS VR2 bundle or package, will hit the market on February 22, 2023. The retail price of the entire bundle is now set at US$549. The bundle comprises the PS VR headset, two Sense controllers, and a set of stereo headphones. While the price of the PS VR2 is higher than that of the PS5 (i.e., US$499 for the standard PS5 and US$399 for the Digital Edition of the console), it is worth noting that the previous generation of the PS VR headset—the PS VR—priced the same as the PS4 Pro (i.e., US$399). Also, if we include two previous-generation PS VR controllers (i.e., the Move controllers) that cost US$49 each, then consumers would pay a total of US$497. Hence, the price difference between the older PS VR bundle and the PS VR2 bundle is almost US$50; and this is actually a fairly reasonable reflection of the cost of the new hardware. After all, the PS VR2 and the Sense controller incorporate quite a few new features and components such as eye-tracking and haptic feedback.
Generally speaking, Sony’s plan is not about making the PS VR2 more expensive than the latest PS console, per se, but rather about following a pricing strategy that is specific to its VR devices. It should be pointed out that for the previous generation, Sony sold the headset separately from the supporting controller. There was no bundle back then. Now, the company only sells the PS VR2 in a package deal that includes the headset and two motion controllers. Because of this change in sales strategy, consumers feel a price hike. As for the possibility of Sony selling standalone PS VR2 headsets in the future, TrendForce believes such move will be unlikely mainly because Sony is focusing on gaming experience rather than instinctively trying to raise the market penetration rate of the PS VR2.
When the PS VR was launched, the gaming experience that it provided was affected by the low market penetration rate of the PS4 Pro. Learning from this lesson, Sony has removed forward compatibility from the hardware and software designs of the PS VR2. Therefore, the combination of the PS VR2 bundle and the PS5 console is now the only way to get the most ideal VR gaming experience from Sony. And with this approach, Sony hopes to raise the market penetration rate of the PS VR as a whole. Moreover, the gaming experience for users of the PS VR2 will be mainly immersive. So, in addition to the specially designed video and audio content, the PS VR2 will also feature a wider range of operations and a greater variety of feedback mechanisms. Additionally, the game content for the PS VR2 will be designed specifically for the Sense controller. All these details again reveal a strategy that insists on a total package for consumers.
PS VR2 Shipments Are Forecasted to Reach 1.6 Million Units for 2023
While pricing will definitely affect the sales volume of the PS VR2, it is also important to remember that the game console market targets a just few particular subsections of consumers. VR gaming is thus a narrow segment within this niche market, and VR gaming devices are never going to reach the same scale in sales when compared with the more typical consumer electronic devices. Furthermore, game console users as a group tend to be willing to spend more than do most other consumers. Hence, providing a proper gaming experience is a much more effective way to grow the VR gaming market as opposed to trying to keep hardware prices down.
And for the reasons described above, we can also anticipate that the cumulative sales volume of the PS VR2 will unlikely be comparable to that of Meta’s Quest 2, which has reached the level of tens of millions. However, the PS VR2 should have no problem reaching the 5~10% market penetration rate that is already attained by the PS5. TrendForce projects that the cumulative total sales volume of the PS5 console will surpass 30 million units by the end of 2022. Considering the impact of the weakening economy on consumer spending and the lack of VR games in the initial period of adoption, some gamers will put off purchasing the PS VR2 until they believe the time is right. Still, shipments of this device are forecasted to reach 1.6 million units for 2023. The key factor that could push sales of the PS VR2 even higher is whether its games have the content that complements its hardware and thus provide an exceptionally immersive experience.
(Image credit: Pixabay)
Sponsored Content
(TechNews) Google confirmed on May 4th that it has acquired Raxium, a start-up company with Micro LED display technology, which is expected to become key in Google’s mission to create a new generation of AR displays.
Google senior vice president of devices and services, Rick Osterloh, who leads the development of Google’s hardware products, stated that Raxium has spent five years creating a small, cost-effective, and energy-efficient high-resolution display that lays the foundation for future display technologies, adding, this company’s technology in this field could play a key role in Google’s hardware investments. Raxium, headquartered in Fremont, California, will be merged into Google’s devices and services group in the future but he did not disclose the purchase price or other details.
According to Raxium’s official website, the pixel pitch of s Super AMOLED screen on a mobile phone is approximately 50 microns but the company’s Micro LED technology can achieve approximately 3.5 microns and it claims to be able to create unprecedented display efficiency.
When foreign media, The Information, reported last month and first exposed Google’s plan to acquire Raxium, it pointed out that Micro LED technology can create AR displays that are more energy-efficient than other solutions while retaining vivid colors. In addition, Raxium is working on the monolithic integration of Micro LEDs, which is expected to significantly reduce costs.
This move makes Google’s plans for subsequent AR hardware products increasingly clear. Google acquired glasses startup North in 2020 and is reportedly recruiting engineers to develop an operating system for AR displays. It was revealed by foreign media in January this year that Google’s laboratory is developing a head-mounted AR device code-named “Project Iris” which is under the same management as “Project Starline” shown at the Google I/O 2021 developer conference last year.
(Source: https://technews.tw/2022/05/05/google-acquires-raxium/)
Press Releases
On the eve of Apple’s upcoming new product launch conference, the global market research organization, TrendForce, provides the following reference data for your articles and reporting.
Reference data as follows:
Press Releases
AR/VR device shipments revised up to 14.19 million units in 2022, with an annual growth rate of 43.9%, according to TrendForce research. Growth momentum will come from increased demand for remote interactivity stemming from the pandemic, as well as Oculus Quest 2’s price reduction strategy. Microsoft HoloLens 2 and Oculus Quest 2 are first in market share for AR and VR, respectively.
According to TrendForce, the topic of the Metaverse has driven brands to actively plan for and stimulate product shipment performance. However, the AR/VR device market has yet to experienced explosive growth due to two factors: component shortages and the difficulty of developing new technologies. In addition, cosmetic and size considerations have made the more optically and technically difficult Pancake design the first choice for new high-end products. Furthermore, various embedded tracking feedback technologies key to enhancing the user’s immersive experience such as eye tracking and 6DoF further affect the development progress of a new product as a whole. Since there are no new foreboding products on the horizon, TrendForce believes, no other branded products have a chance at supplanting the current mainstream status of Oculus or Microsoft until at least 2023.
The Oculus Quest 2, which costs between US$200 and US$400, is currently the most popular AR/VR device in the consumer market. TrendForce expects Oculus to launch an advanced version of the Quest product within two years, reaching a hardware performance equivalent of US$700 or down to a retail price of US$500 with discounts. This product is expected to expand the size of the high-end consumer AR/VR market. The commercial market is dominated by the HoloLens 2 which costs more than US$1,000 and upwards of US$3,500. Since the commercial market places more emphasis on the benefits of hardware and software integration, manufacturers that dominate commercial systems, software, and platforms have the advantage. Thus, Apple has become another focus in the AR/VR device market.
Strong shipments of Oculus and Microsoft products will likely force Apple to release relevant products to join the competition this year. However, TrendForce states, considering hardware performance requirements and gross profit margins, Apple will likely target the commercial market and adopt the same pricing strategy as HoloLens, hardware priced in the thousands of dollars and a monthly subscription-based software solution. Overall, TrendForce believes that the launch of new products this year by Apple, Meta, and Sony may be delayed and will not add significant growth to the overall AR/VR market for the time being.
Insights
Sales of gaming consoles underwent palpable growth in 1H21 thanks to the release of new consoles as well as demand that had previously been deferred in 2020 due to material shortages. Moving into 2H21, however, disruptions in logistics/transportation and the further spread of the COVID-19 pandemic led to less-than-expected sales volumes during the holiday season, estimated in total annual sales of 51.257 million consoles for the whole 2021. While the Nintendo Switch remained the market leader with sales of 26.19 million units, about 14.31 million units of the Sony PS5 were sold, compared to 8.14 million units of the Microsoft Xbox Series X|S.
As the aforementioned issues related to the pandemic, logistics, and shortages gradually become resolved, TrendForce expects gaming console sales for 2022 to reach 57.94 million units, a 13% YoY increase. Although the Switch will likely retain its market leadership, sales will hold flat and begin to show signs of decline, as the console enters its fifth year. TrendForce expects Nintendo to release a refreshed version of the Switch console in early 2023 in response to gradually declining sales.
After expanding the PS5 user base, Sony is expected to make a heavy push for its next-gen VR products, the PS VR 2, which will likely be released at the end of 2022. At the same time, Sony will continue to strengthen the development of both games with VR content and VR-related accessories, which can further improve the gaming experience of PS VR users. Microsoft, on the other hand, has placed an emphasis on not only its Xbox Cloud Gaming streaming service, but also the acquisition of game development studios to increase its exclusive game titles, attract consumers, and weaken its competitors. Hence, Microsoft may potentially release its own affordably priced game streaming boxes this year to be used in conjunction with cloud-based game streaming services. However, due to the nature of Xbox Cloud Gaming as a cross-platform service compatible with, among other devices, the previous-gen Xbox One, consumers may in turn be less willing to purchase the Xbox Series X|S, thereby lowering annual sales of these consoles and widening the sales gap between the Series X|S and their competitors.
Switch-like handheld gaming consoles will continue to appear
Rising sales of the Nintendo Switch consoles have led other brands to release similar products in response. In addition, the barrier to entry in the handheld gaming console market has been significantly lowered now that Qualcomm is able to supply chips, reference designs, and dev tools. With brands now willing to cross over to this space, the market may see the emergence of multiple Switch-like handheld gaming consoles in 2022.
Unlike prevailing gaming consoles which have closed ecosystems, products such as the Steam Deck are based on open platforms that are compatible with gaming contents and streaming services available on PCs and mobile devices. As such, these handheld gaming consoles are not an absolute requirement for consuming game content, and consumers may still prefer using their existing PCs or mobile devices for such content.
As well, brands that look to release their own handheld gaming consoles will not look to compensate for reduced hardware profitability through software sales. As a result, these consoles will be priced relatively high, at an expected US$399 and up, which may negatively affect consumers’ willingness to purchase them. Even if certain brands make an attempt at handheld gaming console production, sales of these consoles are expected to remain mediocre, without making much of an impact on the current gaming console market.
(Image credit: Pixabay)