A poll from the Game Developer Collective collected the opinions of those who create video games. Over half of participants labelled the VR world as either stagnant or on a downward slope. Only a small fraction believed it was progressing.
In another data set from Omdia, a drop of around 10% in VR headset sales was recorded last year. That drop looks set to carry on from here onwards…
Apple stepped into the arena with its Vision Pro this year, though feedback from the same poll hinted at lukewarm reactions. Around 3/4 of those surveyed expressed little interest in Apple’s device for gaming. Only a small group said they felt more inclined to try VR due to that launch.
Are High Costs Keeping People Away?
Equipment often is quite expensive, especially when it equals to, or is more costly than the price a standard console. Sony’s PlayStation VR2 arrived at around $550 ( about £425), which left some gamers hesitant. Many found it tough to justify that kind of extra expense.
Meta introduced lower-priced headsets, but adoption still seems slow. Folks who love VR praise the Quest line for its convenience, but people aren’t really interested. It appears that many are still satisfied with a simple screen and controller.
Space requirements can also limit who jumps in. Certain devices need external trackers for full movement, an impossible setup for small apartments. Even stand-alone units can be awkward if your living room barely has enough floor area for motion.
On top of that, battery life and optical technology create engineering headaches. A truly immersive feel demands strong visuals and comfort, but many headsets stay bulky. Some folks report nausea after short sessions, which adds another barrier to mainstream acceptance.
Do Game Creators Still Have Faith?
The Game Developer Collective reported that nearly nine in ten respondents see a limited audience as VR’s biggest hurdle. Cash backing is also a sore spot, with only around a third believing financial help is within easy reach. That climate makes big projects uncertain.
Among studios not working on VR, more than half do not plan to pivot toward it at all. A handful see a chance within the next few years, though the mood overall looks hesitant. Major companies also appear to prioritise other projects, even after hits like Half-Life: Alyx.
Valve has concentrated on titles such as Counter-Strike 2 and Deadlock, plus hardware like the Steam Deck, ever since Alyx. Some enthusiasts hoped Apple’s arrival would reignite interest, but that surge never materialised in developer circles. Many appear unconvinced that VR is worth the gamble right now.
Does Meta Still Have Faith In VR Gaming?
Meta appears intent on backing VR projects for the long run. The company states that over 100 Oculus Publishing titles launched in 2024, and at least 200 are under active production. Andrew Bosworth, who leads Reality Labs, posted on social media that they have no plans to scale back funding for VR gaming.
Sales data also shows that over $2 billion has been spent on Quest content so far, with usage climbing around 30 percent in 2024. Teenagers have embraced these headsets, and a growing number are picking them up for interactive experiences.
Other segments also appear to invest in VR for media, fitness, and social interactions. Meta’s data shows that the largest share of new buyers in 2024 were first-time headset owners. Many also favour new games and apps that emphasise online play.
Certain developers feel cautious, though Meta leaders treat VR as a top priority in their vision. Bosworth mentioned further releases funded through Oculus Publishing and made clear that they do not plan to scale back VR gaming programmes. Meta reports that extra titles are in development, and it hopes these actions will keep VR appealing to many.