Gear VR, PSVR Lead VR Headset Sales During Q1, 2017
Gear VR Sales
(Last Updated On: June 5, 2017)

The PlayStation VR and Samsung’s Gear VR headlined the VR headset sales during the first quarter of 2017. According to Fortune, Samsung shipped 490,000 Gear VR units, adding on to the already 5 million units they’ve moved since launching in 2015.

According to the article, the IDC analytics firm revealed that Sony’s PlayStation VR came in second place, moving 429,000 units during the first quarter of 2017. This helps push the PlayStation VR over that 1 million mark, if Sony’s 915,000 figure was to be believed that they put out earlier in the year in February.

HTC’s high-end Vive headset was third place with only 191,000 units, while the Oculus Rift was last place with barely 100,000 units moved.

This essentially shows that VR headset sales aren’t all that impressive, given that we’re looking at sales breaking down over the course of three months as opposed to a month each. So essentially the PlayStation VR was moving around 143,000 units per month throughout the first quarter.

The original figure that was going around was that the PSVR moved 375,000 units during the first quarter of 2017, but apparently that wasn’t the case. PlayStation Lifestyle had reported that the figure came from Superdata Research, who has been known to be quite off in their estimates in the past, including only figuring that Nintendo was only going to move 5 million SKUs of the Nintendo Switch throughout 2017; a figure I might add that Nintendo is fast approaching to overthrow within just a few months of being on the market.

As for the PlayStation VR… the sales aren’t terrible, but they’re definitely far below what the PS4 is doing on the market.

The PSVR is also positioned at $499 on the market compared to the Vive’s $799 price-point, so it’s definitely winning when it comes to price. However, it lacks a lot of the features that the Vive has out of the box, and you’ll have to end up paying a lot more to get close to those features with the PSVR, including bundles that will run you $599.

The headset will definitely pick up in sales once Sony gets more software out for the device. They recently released the mediocre Farpoint for the PlayStation Aim, but they’re going to need a lot more than a single locomotion game to get casuals (and core gamers) interested in the PSVR.

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Billy has been rustling Jimmies for years covering video games, technology and digital trends within the electronics entertainment space. The GJP cried and their tears became his milkshake. Need to get in touch? Try the Contact Page.

  • HisShadowX

    If the PSVR would lower its price point we’d be good. The PS MOVE needs to be able To move within game.

    If you play Farpoint and Resident Evil 7 and even Star Trek you’ll see the value of VR. What Sony needs to do is go on a mall tour so people can try it out

    • I think part of the problem is that you need too many peripherals to get close to the functionality of the Vive or Rift. Even if you get the PSVR bundle, as you mentioned, the two Move wands don’t let you actually utilize locomotive movement in the game, so you need to buy a separate peripheral for that. The only other peripheral that allows for locomotion doesn’t have motion control support.

      Right now the biggest drawback to the PSVR is its control mechanics and how games have to have either/or control setups.

      • HisShadowX

        Not necessarily. Resident Evil 7 is a great example on a full game you can play smoothly in VR. Have you tried it yet? Also Star Trek Bridge Crew is another great example plus we can play with Vive and oculus users. Only thing we can’t do is point.

        If you haven’t played RE7 or Bridge Commander on the PSVR I highly recommend it. Also in RE7 you can use the VR teleport option but I don’t recommend it.

        YOU literally feel like your in that house.

        What we need is upgraded move controllers that have directional sticks. PSVR works fine it’s just the move controllers need updated buttons.

        The AIM controllers is amazing and surprisingly made it open source to build upon

        • Did try Resident Evil 7 a bit via VR. If I recall you could only use the controller? Or maybe I was an idiot and didn’t properly setup the Move controllers.

          If Sony could find a way to make that one analog remote a motion-controller, just like the PS Move wands, they would be golden.

          • HisShadowX

            Agreed on the moving PS Wand that allow us to move. Yeah you need to use the controller buy depending on your setting for VR it feels pretty naturally.

            I could turn with my body and everything turns with me. Pretty fun

    • Disqusted

      I was thinking of getting the PSVR, then I realized you need to buy PS Move, PS Eye camera or whatever, etc, etc. I heard you need to have a wide space to move around in, too. And it doesn’t seem like PSVR is supported in Unreal Engine unless you get a special license?

      • You don’t need much space since most games don’t use the positional tracking. In some games you can use it to duck, like in the London Heist, but it’s nothing like the room space awareness offered by the Vive.

        You would need the PS Eye and Move controllers for most games. PS Eye is mandatory. PS Move controllers are necessary for any game that has manual aim.

        Personally I just haven’t found a game to justify the purchase of PSVR. Most of the titles available for it now feel like tech demos. I haven’t tried Star Trek yet, though.

  • Disqusted

    I wonder if Fascistbook is a big factor of why the Oculus is tanking?

    Off-topic: Just saw this post on Reddit.

    “Updated: VMProtect developer said that the conflict with Denuvo Software, which drew the attention of users NeoGAF and To Reddit , has lost its relevance.” (google translate)

    They likely came to an agreement”

    Aww. Well, they didn’t say it wasn’t true, though. So I guess Denuvo stole it, got rich, and then probably paid VMprotect a settlement with the money they earned illegally. Wouldn’t be surprised if that’s what happened.

    • Hmm, weird resolution.

      I don’t see how gaining more publicity makes a case lose its relevance. More than anything it would seem like it would gain relevance. Make it easier to win the case if they had evidence. Oh well.

      But yeah… I’m like 200% sure the Facebook thing sealed the deal on Oculus. No one in their right mind would get the Rift given that it’s a locked down ecosystem using old walled garden techniques for exclusivity.

      Plus the Vive is getting custom third-party motion controllers and a wireless adapter later this year. Well worth the price of admission despite it’s high price point.

      • Disqusted

        Yeah, I dunno.

        The whole Farcebook exclusivity thing disgusts me. I’d probably have bought a cheaper dev unit if I knew how the Oculus was going to end up.

        One of the reasons why Oculus looked so promising during dev was because people were basically doing whatever they liked with it. I haven’t been keeping up with things, but that’s not happening anymore because of how Fartbook is lording over it now, right?

        • Correctomondo.

          All the open-source stuff ended when Facebook stepped in. They’ve now taken to HTC Vive since Valve has open-development using SteamVR, you can make and mod whatever you want into or through or with the Vive. It’s basically what the Rift used to be when the DK2 was around and people were modding games with it.

          They’ve got a lot of good customizable stuff on the horizon so I’m really looking forward to that.

          • Disqusted

            Stupid F**kbook and Cuckerberg. I saw that stupid Harvard rant where he claimed he wanted people to get free money (but refuses to give of his own). He totally looked like a fake person/mannequin compared to the people behind him. They even slapped a token black person behind him to look “diverse”. Sad.