‘ARK’, ‘Elite’ And More Among Steam’s 2016 Best Sellers, But No VR-Only Apps Yet

‘ARK’, ‘Elite’ And More Among Steam’s 2016 Best Sellers, But No VR-Only Apps Yet

As we move into 2017 and Steam’s lavish winter sale comes to a close, Valve has revealed the best selling games of the last year. Sadly, VR doesn’t really trouble the list.

That’s to be expected, of course, given that most Steam games require just a gaming PC and not an expensive headset on top to be played, but Oculus Rift, HTC Vive and OSVR-supported games do make a small appearance in the recently-published list of 100 games that grossed the most revenue over those 366 days.

Valve understandably didn’t provide specific information about how much these games have sold and their total revenue, but it did split the winners into Platinum, Gold, Silver and Bronze categories. The only game to support VR in the Platinum group is the company’s own DOTA 2, an iconic free-to-play MOBA that features a VR viewing mode with the HTC Vive, added in August 2016. It’s not possible to actually play the game in VR, sadly, so we doubt VR support did much to contribute to the money DOTA 2 made.

Up next in the Gold category is Studio Wildcard’s popular survival game, ARK: Survival Evolved, which has featured Rift support since the DK2 days but added retail Rift support in August. Despite integrating the consumer device, ARK isn’t actually available on Oculus Home right now (it’s still in Early Access), so it’s possible that headset owners have helped boost this one somewhat. A VR-only spin-off, ARK Park, is due to release this year.

The Silver category has two popular VR compatible games, too. One is Subnautica, from Unknown Worlds Entertainment, which offers diving across Rift, Vive and OSVR. The other is Gaijin Entertainment’s War Thunder, a long-running World War 2 era online action game. Again, VR support isn’t mandatory in either.

Finally we have the Bronze category with one last VR compatible title: Elite: Dangerous [Review: 8/10]. Frontier’s massive space sim is another long-time supporter of headsets. The game’s coming to PS4 this year, but no word on PlayStation VR support just yet.

We can only speculate as to how many players are actually using VR in these apps, but we’ve reached out to the respective developers to see if they’d be willing to provide any data.

In addition to the limited install bases, it’s important to remember that some apps like CCP Games’ EVE: Valkyrie [Review: 9/10] will have had their sales split between both Steam and Oculus Home as well as other digital storefronts this year, and Rift users have been encouraged by Oculus to buy things from its store and not Valve’s.

Despite the lack of VR-only games in the list, 2016 wasn’t without its success stories for Rift and Vive developers. Earlier in the year we reported that both Cloudhead Games and Survios had made over $1 million with their respective (then Vive-only) releases, The Gallery Episode 1 [Review: 8/10] and Raw Data. We’ve also seen games like Pool Nation VR (now Sports Bar VR) periodically find their way into Steam’s current top sellers list.

This next year needs to be all about getting more headsets onto more heads if VR developers are going to have a shot at getting onto the 2017 best sellers list.

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Gear VR Ranked In Amazon’s Top Three Best-Selling Wearables Over Holidays

Gear VR Ranked In Amazon’s Top Three Best-Selling Wearables Over Holidays

Amazon has revealed its best-selling products for the holiday season, and Samsung and Oculus’ Gear VR has come out on top for our budding new industry.

Earlier this week the online retailing giant revealed the top three products sold in the different categories featured on its site. Gear VR makes it in as the third entry in the Wearable Technology category. The company did not reveal exact sales figures for the product, though no other VR headsets or games feature in the list.

That’s not the only evidence that suggests Gear VR had a pretty big Christmas. On top of the Amazon report, Cubicle Ninjas CEO Josh Farkas revealed to UploadVR that the company’s app, Guided Meditation, had seen a huge increase in downloads over the Christmas period, reaching over 1,000 downloads on December 25th alone and passing the milestone again on December 26th.

As Farkas pointed out, Guided Meditation currently isn’t on the front page of the Oculus Store, which means some experiences may have had even more publicity. That said, the app being free will have certainly helped. The developer also added that the Gear version’s Total Active Users is nearly 1:1 right now, suggesting that the vast majority of people that downloaded Guided Meditation since it released earlier in the year used it over Christmas.

Of course, these could be downloads of existing Gear VR units, but at the very least it shows a big uptick in interest for the headset. Speaking first-hand, I’ve had two people I would have never considered to be interested in a VR headset pick one up this holiday season, much to my surprise.

The news is made even more surprising given the fact that the most recent phone to support the Gear VR, Samsung’s Galaxy Note 7, ended up being outright abandoned after serious technical troubles with the device.

We’ve reached out to Oculus and Samsung to ask after sales of Gear VR over the holidays, though neither has provided a total lifetime sales figure for the device at any point. Oculus did previously announce that over a million people had used that headset in April 2016, though that doesn’t necessarily mean over a million units have been sold. With the recent data from Amazon, it could have passed that milestone by now.

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VR in 2016: HTC’s $799 Vive Brings Belief To VR Skeptics

VR in 2016: HTC’s $799 Vive Brings Belief To VR Skeptics

The HTC Vive should not exist. For a troubled company that’s spent much of the past few years making losses instead of profits, the niche and expensive VR market is the last place HTC is going to make a quick buck. And yet here we are, with the smartphone maker and Valve seemingly in it for the long haul.

This time last year the VR community was in an agony of impatience. When the Vive had been revealed that March, we were told it would be releasing before the end of the year. As 2015 progressed, it looked increasingly likely that fans would need a small miracle for that to happen, and no such miracle came. The Vive was delayed at the last minute and the wait for news continued.

Vive started the year with a lot of prove, but 12 months on and many of its owners will tell you it succeeded.

Pre-Release and Pre Release

HTC kept the crowds guessing over the holiday season with a tease that it was adding a ‘game changing’ feature to Vive that we would see at CES in the first week of January. What we got was the reveal of Vive Pre, a near-final version of the headset with a hugely refined form factor including updated controllers and a much sleeker design. We wouldn’t see the final device for a few months yet, but this was almost identical to it.

It wasn’t as much of a game changer as some had hoped for, but it was an encouraging sign that Vive was on the path to release, and not destined to spend another year on the sidelines. Key to HTC and Valve’s strategy was handing out Pre kits for free: I still remember the cheers when Valve told everyone at the Vision Summit a few months later that they would be getting a free Vive, and I still see people using the Pre today.

Ultimately Oculus stole headlines at CES — for both better and worse — with the launch of pre-orders for the Rift. The $599 price tag for Vive’s biggest rival kept people guessing about just how much the more fully featured room-scale headset would really cost. I can imagine a lot of HTC executives letting out a sigh of relief at the reveal, which they knew would go a long way to validating the extraordinary price of the Vive.

Expected Expense

And it seemed to work. The Vive’s price was revealed the next month and, despite being roughly $200 more than the Rift, there wasn’t anywhere near as much frustration from buyers. I’d imagine a lot of people at HTC are patting themselves on the back for avoiding any ball park figures over the past year. Oculus had already set everyone’s expectations.

Still, $799 is an incredible amount of money and this further cemented the reality that mainstream PC VR was still a long way off. These devices were essentially new games consoles this year, and you wouldn’t catch many people laying down that much cash for any new machine. Sony arguably lost its footing as the console king when it launched the PlayStation 3 at $599 in 2005, and now here was a system that wanted considerably more cash for an experience that would still be foreign to many and a big financial risk for people to support.

Some would like to see it as the final nail in the coffin of an industry that never began, but a good deal of faithful VR enthusiasts believed in what HTC was doing: Vive sold 15,000 units within the first 10 minutes of pre-orders opening. That’s far from Xbox or PlayStation numbers, but the message was clear that this is a generation of VR for the early adopters. It’s for hardcore PC players that can afford expensive rigs, which has obviously always been a much smaller audience than the console crowds, but always present and not going away any time soon.

The real question, of course, is how much longer Vive will be aimed at that audience, though that’s a topic for another article.

Surviving on Steam

One of the biggest fears about Vive’s massive cost is the knock-on effect of a small install base diminishing support, but that hasn’t been a problem. In fact it’s quite the opposite.

While Oculus quickly came under fire for the perceived restrictions it put on its Home ecosystem released with the Rift, Vive was praised for its open-ended nature. Valve made it easy for just about anyone to release VR games on Steam, aided by initiatives like Early Access, which allows developers to sell unfinished products to boost funding. Within weeks, we started to see a frankly overwhelming supply of indie games.

To put it in perspective, there are currently 1,102 pieces of Vive compatible content on Steam, be they full games, demos or DLC. It’s been 38 weeks since Vive launched in early April. On average, that’s 29 new releases for Vive a week.

Most VR experiences are short, but that’s still far more than anyone could ever hope to play, and the harsh truth is the store has been flooded with a lot of shovelware. Developers are charging for simple VR rollercoasters built from the Unity asset store, or quickly hashing together ‘[Insert Sport/Activity Name Here] VR’ tech demos that lack industry-standard features such as multiplayer.

In an ideal world, every developer releases their game with ease. It’s great, it sells well, and people love it. The reality of the situation, though, is that content curation is good for the studios that put the effort in.

But there isn’t a lack of quality; good stuff is coming out on a regular basis, but Vive’s biggest challenge this year has been separating the wheat from the chaff. HTC’s Viveport has made some attempt to curate content, though it doesn’t feel like it’s cemented its place as the definitive Vive storefront. That doesn’t mean developers aren’t finding success on the headset. Studios like Survivos and Cloudhead Games confirmed to UploadVR earlier this year that they had already made over $1 million on their then-Vive only projects (Raw Data and The Gallery respectively).

Asia, Alliances, and Accelerators

While Oculus and the Rift have been very much focused on the West, perhaps the most interesting aspect of HTC’s business in 2016 has been its focus on Asia. The Vive still has a healthy presence in the US and EU, but increasingly as the year has gone on we’ve seen more and more announcements come out of the Eastern strand of the Taiwanese company’s business. Take the recent announcement that HTC helped establish a $1.5 billion VR investment fund in China, with new R&D labs being set up in Shenzhen, where the first Vive cafe launched earlier this year.

Logistically, it makes a lot of sense, as the market for China alone has the potential to be far bigger than in any other region of the world and where Vive could make most of its money, especially without as much competition from Oculus in the region right now (Rift still doesn’t even ship to China). It’s also allowed HTC to experiment with new concepts like its Viveport Arcades that act as the middle man in bringing experiences to headsets at sites like Viveland, its huge new arcade in Taiwan.

Alliances and accelerators have been another key part of its play. While Oculus has the spending power of Facebook behind it, HTC has drummed up headlines with even larger amounts of investment money by bringing together venture capitalist firms in the Virtual Reality Venture Capital Alliance (VRVCA). While that group reviews pitches from startups, HTC’s own Vive X accelerator nurtures them, splitting its focus across China and the US.

You could label these moves as acts of goodwill, though the benefits to HTC have become clear: one Vive X member, TPCAST, is working on solutions that make headsets wireless, and it is starting with HTC’s product, though there’s apparently no restriction on bringing them to Rift and others.

Some Of Daydream’s Biggest Apps May Have Sold Fewer Than 5,000 Copies

Some Of Daydream’s Biggest Apps May Have Sold Fewer Than 5,000 Copies

When it comes to VR sales data, most companies aren’t playing their cards close to their chest so much as taping the cards to themselves. We’ve had to rely on software sales to get some inkling of an idea at how headsets and their software are performing.

Thanks to Android’s built-in statistics for apps, we can now do that for Daydream.

Many of Daydream’s apps, some made by notable developers and publishers, don’t appear to have been installed many times. In fact, lots of them have sold less than 5,000 units and could have sold as little as 1,000.

Daydream apps are bought and downloaded from the Google Play Store, just like traditional smartphone apps on Android. The listings for these experiences include a wide window for the number of times they’ve been installed. Hugely popular AR app Pokemon Go, for example, has been installed between 100 million – 500 million times while an unofficial companion app buried in the store has between 100 and 500 installs.

A lot of Daydream apps haven’t yet passed the 1,000 – 5,000 installs window. Looking at it optimistically, the best performing app thus far is YouTube VR, a free and official app that’s been installed between 100,000 – 500,000 times. It’s important to note, however, that some of these may be erroneous downloads. We’re also not sure if people that don’t own a Daydream headset can download its apps, and have reached out to Google to clarify. On the other hand, there are also likely Daydream owners that haven’t downloaded YouTube yet.  

We also don’t know how up-to-date the data is. With Christmas having just happened, and no doubt more headsets being sold, it’s possible these numbers have increased greatly and not been updated yet.

We’ve sifted through the biggest apps yet released on the platform, split them up into three launch windows and then listed them in descending price order.

Launch apps (November 10th):

Hunters Gate, from Climax Studios ($5.99) – 5,000 – 10,000

Danger Goat, from nDreams ($5.99) – 1,000 – 5,000

EarthShape, from Bithell Games ($4.99) – 1,000 – 5,000

YouTube VR, from Google (Free) – 100,000 – 500,000

Released later in November:

DRIFT, from SharpSense ($10.99) – 1,000 – 5,000

The Arcslinger, from Big Red Button Entertainment ($4.99) – 5,000 – 10,000

Frostbound, from Schell Games ($4.99) – 1,000 – 5,000

The Turning Forest, from BBC (Free) – 10,000 – 50,000

Released in December:

Need for Speed: No Limits VR, from Electronic Arts ($14.99) – 1,000 – 5,000

Gunjack 2: End of Shift, from CCP Games ($12.99) – 1,000 – 5,000

Layers of Fear: Solitude, from Aspyr ($9.99) – 500 – 1,000

Untethered, from Numinous Games ($4.99) – 100 – 500

Netflix VR, from Netflix (Free) – 10,000 – 50,000

It’s certainly surprising to see big names likes Need for Speed and Gunjack 2 with less than 5,000 installs after being released a few weeks ago, and even more surprising to see titles like Layers of Fear: Solitude sell less than 1,000 copies. But there are better performing apps in each window, like Hunters Gate at launch, The Arcslinger in later November, and Netflix VR in December.

Though sales may appear to be meager, it’s possible that some developers aren’t suffering from them. Google has a lot of exclusives in place on the platform right now, including Gunjack 2 and Need for Speed and, while it hasn’t discussed the deals it strikes with developers, they could well be funding these projects in exchange for exclusivity, similar to Oculus’ Studios initiative.

The Daydream platform currently extends to Google’s own headset and smartphones, Daydream View and Pixel handsets, along with the Moto Z smartphone. Perhaps as more phones and headsets come on board, we’ll see sales for these apps pick up.

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Oculus Winter Sale Is Live With Discounts For ‘SUPERHOT VR’, ‘EVE: Valkyrie’, and Many More

Oculus Winter Sale Is Live With Discounts For ‘SUPERHOT VR’, ‘EVE: Valkyrie’, and Many More

CAUTION: Before reading on, it’s probably best that you complete all of your holiday shopping for others (something you’ve hopefully done so you can avoid the herds of last minute buyers at retail stores). Still here? Alright. The Oculus Home Winter sale is officially here! Oculus has revealed their price cuts across a library of games and Rift owners will be hard pressed not to add a few things to their collections. Also, with the Oculus Touch now in consumers hands, players may be inspired to try a few more experiences because of that.

There are some major releases included in the sale, many that we’ve covered at length previously. Hitman GO VR lets you make moves with an isometric view of different settings and is the definitive version of the miniature digital assassin’s virtual board game. The Climb, which we reviewed before the release of the Oculus Touch, is a whole new experience with the motion controllers. One of the best VR games around, Arizona Sunshine, also brings some top tier zombie survival to the Oculus winter sale.

Beyond the individual price drops, there are also a couple bundles. The Gamepad Greats bundle includes Project CARS, Edge of Nowhere, Chronos, AIrMech: Command, and Damaged Core for $89.99. The Oculus Touch Launch bundle includes Space Pirate Trainer, I Expect You To Die, Kingspray Graffiti, SUPERHOT VR, and The Climb for $89.99. Now, it may be tempting to jump on all of these offers, but keep in mind the Steam winter sale will also be going live on December 22nd (this Thursday), so shop wisely.

Hitman GO VR

Price: $3.99 ($9.99)

VR Golf Online

Price: $6.99 ($14.99)

Time Machine VR

Price: $13.99 ($29.99)

Carnival Games VR

Price: $9.99 ($19.99)

The Vanishing of Ethan Carter

Price: $11.99 ($29.99)

Surgeon Simulator ER

Price: $16.99 ($19.99)

Adr1ft

Price: $12.99 ($19.99)

DIRT Rally

Price: $39.99 ($59.99)

Project CARS

Price: $24.99 ($49.99)

Serious Sam VR: The Last Hope

Price: $31.99 ($39.99)

Chronos

Price: $24.99 ($39.99)

Kingspray Graffiti

Price: $11.99 ($14.99)

Arizona Sunshine

Price: $33.49 ($39.99)

The Climb

Price: $24.99 ($49.99)

Elite: Dangerous (Commander Deluxe Edition including base game and Horizons expansion)

Price: $39.99 ($59.99)

Superhot VR

Price: $22.49 ($24.99)

Eve: Valkyrie

Price: $29.99 ($59.99)

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Nvidia Touts 15 Million VR Ready PCs Sold As PS4 Pushes Past 50 Million

Nvidia Touts 15 Million VR Ready PCs Sold As PS4 Pushes Past 50 Million

The Oculus Rift and HTC Vive might offer a superior VR experience to PlayStation VR, but there’s one very big reason the latter is poised to perform better on the market, at least in the short term.

As seen in tweets from this week’s VRX conference in San Francisco, Zvi Greenstein, General Manager at Nvidia, confirmed that there are currently 15 million VR Ready PCs using the company’s GeForce graphics cards in the market, which, according to the tweet below, he predicted would rise to 30 million by the end of next year. That’s not a final total of VR Ready PCs as a whole; the number doesn’t count machines that use cards from rivals like AMD that haven’t revealed similar statistics. We’ve reached out to AMD to ask to share such data.

Even so, that number is dwarfed by the massive 50 million units that Sony announced its popular PlayStation 4 console had sold through this week. That includes standard units, the slim model that released a few months back, and the new PlayStation 4 Pro, an upgraded kit that offers improved performance and visuals for some games. Each of these consoles is ready to run PS VR, provided users have the PlayStation Camera too.

Neither Oculus, HTC nor Sony have revealed sales for their respective headsets, but the gap between PCs and PS4s clearly gives PS VR and advantage at this early stage in the industry. Sony’s headset may have tracking issues and lack some of the features of its PC-based rivals, but the trade-off is a much more affordable headset ($399 for the core unit compared to $599 for a Rift and $799 for a Vive).

Factors like this may give Sony a head start in the short term, though both HTC and Oculus will be looking to make both their headsets and the machines that run them cheaper in the short term too. Back at Oculus Connect 3, for example, Oculus introduced a minimum spec for the Rift that allowed lower-tier, cheaper PCs to use the headset.

PS VR is an important part of bringing VR to a wider audience here and now, but don’t expect Rift and Vive to throw in the towel any time soon.

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Sony: PS VR Owners Spending “Many Hours” With System “Every Day”

Sony: PS VR Owners Spending “Many Hours” With System “Every Day”

Despite numerous analyst reports and predictions, we’re still left guessing how many units Sony’s PlayStation VR has sold since launch in October. The company did recently provide a small insight into how long owners are spending with the headset, though.

In an interview with Digital Spy, Sony Interactive Entertainment Head of Worldwide Studios, Shuhei Yoshida, stated that “people are spending many hours on the system every day.” It’s come as a surprise to the company as VR in its current state can often be uncomfortable or, in Yoshida’s words, “intense”. In fact, the PlayStation figurehead himself wasn’t anticipating that players would spend hours inside their headsets at this point.

He also noted that the kit was “selling out pretty much everywhere”, though declined to give official stats.

Yoshida didn’t reveal what games were being played the most inside PS VR, though last month Sony did confirm that Batman: Arkham VR [Review: 5/10] and Job Simulator [Review: 8/10] were selling best on the PlayStation Store. We’ve reached out to PlayStation for some concrete stats and we’ll update this article if we get them.

VR companies have made great strides in increasing VR comfort over the past few years, though many PS VR games still use artificial locomotion with the analog sticks on the DualShock 4 controller, which can be a key cause of simulation sickness. We’ve long wondered if this might hurt the headset’s chances of success, but Sony’s supposed data seems to suggest it won’t.

That’s a relief considering that arguably the two biggest games coming to the headset next year, Resident Evil 7 and Farpoint, use stick-based locomotion. Though far from ideal, it’s a form of movement that is likely to stick around at least during the early days of PS VR.

Still, there aren’t a great many PS VR games that it’s possible to spend many hours with yet, aside from the multiplayer titles.

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Latest Market Analysis: PS VR Sales Predictions Fall Under 1 Million For 2016

Latest Market Analysis: PS VR Sales Predictions Fall Under 1 Million For 2016

Citing a lack of dedicated evangelism from Sony, interactive media research firm SuperData is updating its earlier predictions concerning the company’s PlayStation VR hardware. Initially, SuperData predicted Sony would sell well over 2 million PS VR headsets by the end of 2016. Today, however, the firm is walking that herculean number back significantly. Now, SuperData expects Sony to sell only 745,434 headsets by the end of this year.

The company believes that Sony has chosen to double down on its other major holiday product, the PlayStation 4 Pro. According to an email sent to UploadVR, Stephanie Llamas, Director of Research and Insights for SuperData believes that:

“Sony has taken a more prudent approach and held off on spending frivolously on marketing the PSVR to better position the Pro. Sony is making just enough units available to prove the case for VR, without seeking to fully saturate the market and, instead, build the offering more gradually to ensure a stronger life-cycle. They have also pointed out that VR looks even better on a Pro than a standard or slim PS 4, so the message to most gamers is: Get the Pro now, then the PSVR later. As a result, we won’t see them break 1M shipments until well into the new year.”

“Had Sony pushed the PSVR the way they’ve been pushing their other new hardware, the demand would have certainly fulfilled a supply of over 2M. However, given its quiet release it’s clear they’re being cautious before fully investing in the tech. Without the ‘killer app’ and the slow, steady release of AAA content, they will release less than 1M devices until they have content they feel confident will bring in the praise they want. They can afford to take it slow since they have no competition for now, so their supply and sales will rise steadily into 2017 as opposed to riding the seasonal wave.”

SuperData’s sales predictions have not been confirmed by any of the major VR headset manufacturers. Here’s how the firm arrives at its predictions:

 “SuperData’s approach to the market for consumer-centered virtual reality includes retail checks, executive interviews with decision-makers from all of relevant firms in the marketplace, pricing data, our survey-based consumer tracking panel, and digital content purchases collected from our data providers. We combine both proprietary and public data sources to arrive at an objective reading of the market, including financial information obtained through our client network. Analysts are expressly forbidden to buy, sell, hedge or otherwise deal in the securities of any of the following public companies whose primary revenues come from the creation, selling, or distribution of video games.”

The sales predictions previously reported for the Oculus Rift and HTC Vive remained the same in the new report. Google’s Daydream View, however, fell from over 450,000 units to around 260,000 units in terms of predicted sales. Llamas explains this shift by writing that…”Google needs phones and adopters that won’t exist until next year.”

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HTC Claims It Sold More Than 140,000 Vive Systems

HTC Claims It Sold More Than 140,000 Vive Systems

Last month a number started circulating suggesting the HTC Vive had sold 140,000 units. It turns out that in a conference call late last month to discuss earnings the company said it sold more than that number.

According to a transcript of the call from Seeking Alpha, the number “of course is higher than 140,000,” according to Chialin Chang, president of the smartphone and connected device business. Chang declined to provide a more specific number on the call, but said “I’m very happy to report to you that we’ll continue to be happy with the current selling condition in the last quarter, and we’re looking to a good…Christmas shopping season for that.”

HTC also said during the conference call it sells each unit “at a profit.”

Both Facebook and HTC haven’t released sales numbers for their respective VR headsets, which makes it difficult for developers and investors to make decisions about where to spend time and money. We’ve heard millions thrown around for the number of Gear VRs in the wild, but that system was offered free with new phones at various points this year. Daydream also debuted from Google with a a free deal when ordered with the new Pixel phones, and PlayStation VR works with a very large install base of millions of PlayStation 4s. With the Vive discounted by $100 on Black Friday and Cyber Monday, and Oculus offering $100 in store credit if you buy the Rift, both companies are aiming to spur some strong sales heading into the holidays.

Next month the Rift’s Oculus Touch controllers will debut. The $200 controllers mean a full Rift system costs roughly $800, with an additional $80 tacked on for another camera if you want to fully match the room-scale capabilities of the HTC Vive. With the Vive costing $800 and shipping with hand controllers since April, come December the two headsets will be roughly evenly matched when it comes to both price and capabilities.

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