SAN FRANCISCO, May 19– Facebook’s wireless, standalone virtual truth headset, the Might 2019 Oculus Quest, has passed the 100-million mark in regards to dollar sales of games and apps.

We do not understand the number of Oculus Mission headsets have actually made it into consumers’ hands (and nestled centimeters in front of their eyes), but we do understand how well its software sales are doing.

Celebrating one year on the marketplace for the hands-free, cordless VR headset, Facebook verified US$ 100 million (RM434.9 million) worth of sales through the device’s app store.

Nevertheless, it has actually not yet disclosed the number of Quest headsets the company has actually shifted, a decision left open to analysis.

PlayStation VR, for example, was approaching 1 million system sales after its first five months (October 2016 to February 2017) and 2 million by the end of its very first 14 months (early December 2017).

It debuted at US$ 399, now retailing for US$ 349 where readily available, but needs making use of a PlayStation 4 (US$ 299) or PlayStation 4 Pro (US$ 399) console. For contrast, the standalone Mission sells in US$ 399 and US$ 499 configurations.

On the other hand, PC video gaming company Valve Software application, well understood for its Half-Life, Portal and Dota 2 games, notched 149,000 system sales of the Valve Index in between March 2019 and the close of the year.

Of that, year-end sales were increased by two-thirds in response to the November statement of Half-Life: Alyx.

Valve Index systems cost in between US$ 499 (headset just) and US$ 999 (headset, controllers, tracking stations).

As the Mission can be used with a computer system thanks to its Oculus Link function, March’s Half-Life: Alyx is also being credited with driving Facebook’s VR income over the first 3 months of the year.

Microsoft has been supporting its own Windows Mixed Reality platform through a portfolio of production partnerships.

Other producers have the ability to design and develop VR headsets to fulfill WMR standards and, as a result, use a series of cost points from US$ 279 upwards.

Like the Index, and not too dissimilar from the PSVR, they require a different PC to power them, subsequently rising the price of admission.

Google reported over 5 million deliveries of its low-budget Cardboard VR audience between June 2014 and January 2016. Users slot a suitable mobile phone gadget into the Cardboard caddy.– AFP-Relaxnews