headset

report:-sony-stops-producing-psvr2-amid-“surplus”-of-unsold-units

Report: Sony stops producing PSVR2 amid “surplus” of unsold units

Too many too late? —

Pricy tethered headset falters after the modest success of original PSVR.

PSVR2 (left) next to the original PSVR.

Enlarge / PSVR2 (left) next to the original PSVR.

Kyle Orland / Ars Technica

It looks like Sony’s PlayStation VR2 is not living up to the company’s sales expectations just over a year after it first hit the market. Bloomberg reports that the PlayStation-maker has stopped producing new PSVR2 units as it tries to clear out a growing backlog of unsold inventory.

Bloomberg cites “people familiar with [Sony’s] plans” in reporting that PSVR2 sales have “slowed progressively” since its February 2023 launch. Sony has produced “well over 2 million” units of the headset, compared to what tracking firm IDC estimates as just 1.69 million unit shipments to retailers through the end of last year. The discrepancy has caused a “surplus of assembled devices… throughout Sony’s supply chain,” according to Bloomberg’s sources.

IDC estimates a quarterly low of 325,000 PSVR2 units shipped in the usually hot holiday season, compared to a full 1.3 million estimated holiday shipments for Meta’s then-new Quest 3 headset, which combined with other Quest products to account for over 3.7 million estimated sales for the full year.

The last of the tethered headsets?

The reported state of affairs for PSVR2 is a big change from the late 2010s when the original PlayStation VR became one of the bestselling early VR headsets simply by selling to the small, VR-curious slice of PS4 owners. At the time, the original PSVR was one of the cheapest “all-in” entry points for the nascent market of tethered VR headsets, in large part because it didn’t require a connection to an expensive, high-end gaming PC.

In the intervening years, though, the VR headset market has almost completely migrated to untethered headsets, which allow for freer movement and eliminate the need to purchase and stay near external hardware. The $550 PlayStation VR2 is also pricier than the $500 Meta Quest 3 headset, even before you add in the $500 asking price for a needed PS5. Sony’s new headset also isn’t backward compatible with games designed for the original PSVR, forcing potential upgraders to abandon most of their existing VR game libraries for the new platform.

Even before the PSVR2 launched, Sony was reportedly scaling back its ambitions for the headset (though the company denied those reports at the time and said it was “seeing enthusiasm from PlayStation fans”). And since its launch, PSVR2 has suffered from a lack of exclusive titles, featuring a lineup mostly composed of warmed-over ports long available on other headsets. An Inverse report from late last year shared a series of damning complaints from developers who have struggled to get their games to run well on the new hardware.

Put it all together, and PSVR2 seems like a too-little-too-late upgrade that has largely squandered the company’s early lead in the space. We wouldn’t be shocked if this spells the end of the line for Sony’s VR hardware plans and for mass-market tethered headsets in general.

Report: Sony stops producing PSVR2 amid “surplus” of unsold units Read More »

apple-vision-pro-will-launch-feb-2,-preorders-start-jan.-19

Apple Vision Pro will launch Feb. 2, preorders start Jan. 19

The future is soon —

Package includes 256GB storage and two headstraps; prescription lenses run $149.

The Dual Loop Band as seen on a model head.

Enlarge / The Dual Loop Band as seen on a model head.

Apple

Apple’s highly anticipated mixed-reality Vision Pro headset will be available starting on February 2 at US retail Apple locations and on the Apple Store website, the company announced this morning. Preorders for the $3,499 “spatial computing” headset will start on January 19 at 5 am PST.

  • The “Dual Loop Band” offers a separate option for holding the Vision Pro securely on your face.

    Apple

  • The flexible Solo Knit Band will also be included in the Vision Pro box.

    Apple

  • A close-up of the “soft textile” light seal included in the box, which “comes in a range of shapes and sizes.”

    Apple

The stock model of the Vision Pro will include 256GB of storage, which can be used to store existing iOS apps or apps made specifically for the Vision Pro’s new spatialOS. The package will include the flexible Solo Knit Band seen in previous marketing materials, as well as a newly revealed “Dual Loop Band,” which adds a portion that goes over the top of the skull. Apple says the extra included band will “give users two options for the fit that works best for them.”

Here are the other items included in the Vision Pro box, according to Apple:

  • Light seal
  • Two light seal cushions
  • Apple Vision Pro cover
  • Polishing cloth
  • External battery

    USB-C charge cable
  • USB-C power adapter

For those needing corrective lenses while inside the Vision Pro, Apple says Zeiss “Readers” will be available for $99, while prescription Optical Inserts will run $149. Both options attach magnetically to the device to give an unobstructed view and allow for eye tracking while in Vision Pro.

What can this thing do, again?

In its press release announcing the launch details, Apple highlighted the availability of “more than 150” movies and TV shows that can be viewed in 3D on the device. The company also mentions Vision Pro’s support for “new spatial games,” including Game Room, What the Golf?, and Super Fruit Ninja, which “take advantage of the powerful capabilities of Apple Vision Pro to transform the space around players, offering unique and engaging gameplay experiences.”

Web pages and

Enlarge / Web pages and “flat” iOS apps can be placed around the mixed reality room on floating monitors in Vision Pro.

Apple

Aside from those visionOS-enhanced experiences, Apple’s release talks up Vision Pro’s support for 2D productivity apps, including “Fantastical, Freeform, JigSpace, apps from Microsoft 365, and Slack.” Vision Pro users can also view streaming services like Apple TV+, Disney+, and Max, which can be viewed “on a screen that feels 100 feet wide with support for HDR content” or play more than 250 Apple Arcade titles on the device.

Ars Technica went hands-on with the Vision Pro shortly after its original announcement last June, testing out its eye-tracking interface, avatar-based FaceTime calls, and immersive, 3D mixed reality content. We’re eager to get more time with the device for testing in Ars’ Orbiting HQ soon.

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