2019 Was a Major Inflection Point for VR—Here’s the Proof – Road to VR

VR adoption is accelerating due to the Oculus Quest. We’ve seen over 100 VR titles break $1 million in income, rising the whole VR software program market by 3x in 2019. Prime grossing VR titles have cleared $10 million in income, and might attain as much as $60 million in gross sales given the present distribution of headsets available in the market to date. Although nonetheless small, VR is a rising and sustainable platform  for builders.

2019 Was a Main Inflection Level for VR—Here is the Proof – Highway to VR 13Visitor Article by Tipatat Chennavasin

Tipatat is a Common Associate of the Enterprise Actuality Fund investing in early stage VR, AR, and AI firms. He has checked out over 5,000 firms within the area and has invested in 35, together with the makers of hit VR video games like Beat Saber, Rec Room, and Job Simulator.

It’s troublesome to get actual information on the VR shopper market. Individuals are inclined to concentrate on headsets gross sales, which stays largely speculative as solely Sony ever publicly discloses numbers. Even so, a much more necessary information level we do have is software program gross sales—this can be a key metric for differentiating between a platform and a product. As a result of even when Oculus offered 100 million VR headsets, however no third-party developer might make $1 million in income, then it wouldn’t be a platform; it will be a profitable product for Oculus, however it wouldn’t be a viable platform to create an ecosystem of profitable builders.

Oculus proved that VR was greater than a product after they formally launched numbers about their ecosystem final September at Oculus Join 6. Throughout the conference, they introduced that VR software program gross sales on their platform had exceeded $100 million; $20 million of that simply from the Oculus Quest ecosystem, which launched solely 4 months prior. However that’s not the one sign we now have that VR is a rising and sustainable platform.

Monitoring VR Software program Gross sales

We see a powerful correlation between the variety of opinions of a given app and the variety of gross sales it has. As a result of all of the VR app shops enable us to see the variety of opinions, we’re capable of monitor the ‘well being’ of the ecosystem by trying on the variety of opinions over time.

This evaluation covers reviews-over-time for all main VR app shops: Oculus Rift, Oculus Quest, Steam, and PSN. It’s additionally due to gross sales information generously shared with the writer from numerous VR sport studios that we’re capable of create a dependable evaluation of the place VR is now, and the way far it’s come.


2019 Was a Main Inflection Level for VR—Here is the Proof – Highway to VR 14From our estimates, there’s comparatively small software program gross sales for the primary couple of years, after which a significant inflection level in 2019. That spike represents an nearly 10x leap in software program gross sales from the earlier 12 months! We consider that is due to the introduction of latest hardware—Oculus Quest and Oculus Rift S—in addition to the launch of a number of unique hit video games like Asgard’s Wrath and the continued success of Beat Saber. 4 months after launch, Quest accounted for 20% of Oculus software program gross sales; seven months after launch, Quest is now practically 40%.

All Main VR Storefronts

2019 Was a Main Inflection Level for VR—Here is the Proof – Highway to VR 15Based mostly on our estimates, we see 2019 as a significant inflection level for the whole market, nearly tripling yearly income to almost $300 million throughout all platforms. That is principally pushed by the success of Oculus but in addition a big uplift within the PSVR market primarily pushed by the success of Beat Saber and different new hit VR video games.

What makes Oculus fascinating is how a lot it has grown the market prior to now 12 months, in case you look purely at software program income. Sony introduced gross sales of PlayStation VR in January 2020: 5 million headsets over the past 4 years. Our estimates recommend practically $110 million in software program income recorded in 2019. Oculus hasn’t introduced what number of Quests are on the market, however provided that it’s in all probability a a lot smaller set up base, it’s spectacular to see it drive practically $60 million in software program income for 2019.

What it Means for Builders

For a nascent platform, it’s an necessary milestone when a software program title can earn $1 million in income. Right here, we chart over time what number of titles hit that $1 million mark throughout every platform. Platforms which have a number of titles breaking $1 million could be known as ‘wholesome’ as a result of it implies that success is repeatable and there’s room for extra builders.

2019 Was a Main Inflection Level for VR—Here is the Proof – Highway to VR 16Based mostly on the info we’ve collected, by the tip of 2017 we estimate that nearly 40 titles revamped $1 million in income. And in 2017, a prime VR title grossed $10 million. By the tip of 2018, that grew to 60 titles on the $1 million milestone, and prime titles grossed over $20 million. Now on the finish of 2019, we’re at greater than 100 titles exceeding $1 million in income, and no less than one prime title grossing over $40 million in annual income.

The vast majority of these titles weren’t made by giant AAA studios, however by small indie studios. To our data, a number of of those studios obtained no impartial financing from both traders or platforms; they have been completely self-published and self-made successes. Beat Video games, makers of Beat Saber, earned over $20 million of their first 12 months and have become the primary VR sport to promote over 1 million copies. Examine this to Indignant Birds, the cellular sport most individuals see as the primary main success to validate the cellular gaming market, which made $7.15 million in its first 12 months.

We consider the success of indies in VR is an indication of a real platform. It additionally means established leaders from earlier platforms like cellular or PC gaming don’t have an unfair benefit as incumbents; the notion of VR as ‘anybody’s sport’ attracts extra builders into the ecosystem, which has the potential to generate extra income as Oculus and others proceed to push distribution of VR headsets to shoppers. It additionally helps that indie titles have smaller preliminary growth budgets and don’t have to spend a lot (if any) on advertising; this helps them obtain revenue extra shortly after they begin getting in style on the energy of natural discovery or platform-led advertising provided by Oculus, PlayStation, and others.

Which Video games Are Succeeding and Why

Now let’s have a look at what video games are promoting. Based mostly on the info we’ve collected, these are the highest 20 grossing VR video games throughout all of the platforms, all at over $four million in income, with the highest seven clearing $10 million:

2019 Was a Main Inflection Level for VR—Here is the Proof – Highway to VR 17Take a look at a typical issue within the winners: natively-built VR titles clearly lead PC ports and IP-driven launches even after they’re as effectively often called Fallout or Skyrim. In fact there are many shooters and a pair ports, however like on new platforms, the video games which can be constructed native for the platform succeed essentially the most. Video games are about interactivity, dictated by enter and for VR, that enter is the 1:1 movement controls that enable for advanced gesture based mostly interplay. The primary platinum-selling VR video games Beat Saber and Job Simulator are excellent examples of this. Even the highest performing shooters in VR embrace VR-specific gameplay like wealthy object interplay in Robo Recall or Boneworks.

The highest seven grossing video games are cross-platform, which exhibits how necessary it’s for builders to consider a cross-platform method to maximise their potential viewers, however not one of the video games did simultaneous launches throughout all of the platforms. Within the prime 20, there are fairly a couple of exclusives  which suggests that every platform has a sufficiently big shopper base to assist hit video games and, very similar to on console, unique video games are necessary for the ecosystem.

Encouragingly there’s a good unfold of video games from every year, exhibiting that VR video games could be evergreen, but in addition that new video games being launched are discovering success This exhibits a wholesome ecosystem and that new franchises and IPs are being established and might compete with established manufacturers and IP on this new market.

Apparently, the highest video games are being developed everywhere in the world. Beat Saber from the Czech Republic, Arizona Sunshine from the UK, Job Simulator from Austin, Texas, Tremendous Sizzling from Poland, Moss from Seattle, Washington. It’s nice to see that success can come from wherever and anybody.

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When in search of a brand new platform, it’s necessary to notice when the primary third-party developer makes $1 million. Three and a half years into shopper VR, there are different 100 titles which have revamped $1 million, and amazingly, a prime VR title can gross over $60 million in two years with no indicators of slowing down. And that is with an estimated set up base of 10 million models that’s now rising at an accelerated tempo. It’s thrilling to see the beginnings of a brand new platform and seeing indies and startups succeed anew. At this tempo, we should always simply see the primary VR title attain the $100 million milestone by this time subsequent 12 months and that may present when VR graduates from an rising platform to at least one that everybody ought to concentrate too.