"If you look at Steam's hardware data, you'll find that high-end GPUs have similar adoption rates to headsets, but the market for the latter is actually growing and set to surpass the former due to accessibility; the market is currently saturated with fully functional headsets at affordable prices right now, as well as more affordable GPUs that can sufficiently push them."
Uh huh, but it's still maybe 2% by your own words. Meaning the majority who log onto Steam aren't doing so to play VR. The numbers you gave prove this too.
"Your angle about long development time is irrelevant."
No it is relevant. Why would I ignore selling to 98% of the market to take a gamble to sell to the 2% where I have no guaranteed said users will buy my game? That's bad business decision making 101. If VALVE couldn't do it, why would I take the risk then?
"Example: It took a few decades for commercial aviation to become viable after the invention of fixed-wing aircraft."
Real actual example to compare to since it's a video game, not a plane. Half Life 2 came out on Steam when Steam was absolute garbage to use, one third the user base it has now and it still sold 10 million in the same time frame. Half Life Alex came out after VR has been out for over a decade, Steam's userbase is much larger than it was at launch and it still couldn't sell half of Half Life 2 did in the same time frame. Meaning the majority of the audience didn't come back and the new audience wasn't large enough to replace the former audience. Get the big picture yet?
"I don't think VR will ever completely replace traditional gaming, but it will command a large market."
After ten years of being told that and seeing not ONE console or the PC have over 50% user base using it? It's time to stop huffing paint, no one wants to use it. The numbers don't lie.
"To argue semantics,"
There is no semantics when I tell you I'm using the more positive description than the negative description you want me to use.
Whatever, you arrogant old codger. Commercial VR has only been viable for the last few years, and the market share is rapidly increasing due to the aforementioned reasons listed. Who cares what tech heads were saying ten years ago, when the reality of the products achieving commercial viability is right fucking now?
The aviation analogy was more apt than your HL2 and Steam platform comparison.
"Whatever, you arrogant old codger."
Whatever, you retarded child.
"Commercial VR has only been viable for the last few years"
Correction, a decade. That's enough time, it didn't have the impact motion controllers did. No new headsets for the new consoles at launch. Sony, Microsoft and Nintendo know it don't pay the bills. The fad is over.
" Who cares what tech heads were saying ten years ago, when the reality of the products achieving commercial viability is right fucking now?"
By your own numbers they haven't reached commercial viability, retard. You would of had VR headsets ready at launch with the new console systems just the same as motion controls are now. Maybe you should take off your goggles and see whats happening in reality?
"The aviation analogy was more apt than your HL2 and Steam platform comparison."
No, one is Aviation travel and the other is Entertainment. Two completely separate industries. Retard. Half Life Alex came out on Steam when it has literally a hundred times the userbase than when Half Life 2 came out and it is still selling less, much less. VR is stopping the game from selling that because no one wants it. The numbers don't lie and you can never change those facts.
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