Is PCVR Dead?

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Does the sales success of the Oculus Quest 2 spell doom for tethered VR hardware and software? (Photo by Remy Gieling on Unsplash)

Cix Liv, a VR developer who has a bit of a reputation as a gadfly in the virtual reality industry, made the following bold claim on Twitter yesterday:

Sorry to my VR friends.

I declare PCVR dead.

Prove me wrong.

PCVR is the umbrella term used to refer to tethered VR headsets, which require a high-end desktop computer with a powerful graphics card to run. Examples of PCVR headsets are the Oculus Rift, the HTC Vive, and my beloved Valve Index. Right now, the standalone Oculus Quest 2 is selling like hotcakes, and Facebook has in fact stopped selling the Oculus Rift headset:

It was only a matter of time, really. Facebook announced in April of this year that it would not be sending more Rift S units to retailers—once they sold out, that was it for the Rift S.

“Rift S is still available for sale currently in some channels around the world, but as we announced last year, we plan to stop selling Rift S in 2021,” Facebook told UploadVR at the time. “Generally speaking, as channels sell out of stock, they won’t be replenished.”

So, while you can probably still get your hands on an Rift via resellers (you can still find units on Amazon, for example), its days are clearly numbered.

Is PCVR indeed dead, as Cix asserts? His tweet raised a lot of comments, among them Kent Bye, a thoughtful VR commentator and podcaster of the Voices of VR podcast:

Kent Bye: There’s still lots of things at the frontiers of digital culture still in PCVR< like film festivals (Sundance, Tribeca, Venice and SXSW) happening in the Museum of Other Realities, full-body tracking, LBE [location-based events], live theater in VRChat and NeosVR. It’s an open platform that’ll never really die.

Cix Liv: “Die” is an extreme claim that is lacking nuance. The more expanded nuance would address the specific use cases where it will never die: mocap [motion capture], LBE, emboded docial [platforms] like VRChat. For broad consumer uses, it’s dead [in my opinion).

Kent Bye: I disagree. New communications mediums never fully replace previous mediums. We still have radio, TV, PCs, phones. PCs are ‘open platforms”. Mobile has thermal/power tradeoffs and people will ALWAYS want premium experiences like Half-Life: Alyx, Also, Steam Deck is an open PC.

Thrillseeker actually dropped a 15-minute YouTube video on this very topic today:

The video is engaging and raises lots of good points, but Thrillseeker eventually declares himself for the PCVR-is-not-dead camp, noting that the Oculus Quest 2 can also be used as a PCVR headset. He predicts that PCVR will never die, as Kent did.

Cix Liv eventually got so much blowback that he tweeted:

Please god tell everyone else that in the thread who is lighting me up for saying this.

I am not hating on PC VR because it’s trendy, the numbers so low Devs can’t even make a living now.

The reasons can be debated, but it’s the reality.

Cix argues that the numbers of sales of PCVR hardware and software are now so much lower than standalone VR, that it’s not worth the risk to develop for PCVR. For example, Oculus just announced that Lone Echo 2 would be the last PCVR exclusive that they would be shipping. Steam statistics show that PCVR usage is down. There’s haven’t been any really big PCVR releases in a while, with really nothing to match the hype of Half-Life: Alyx. And PCVR-only social VR platforms have struggled lately, either pivoting to new markets (e.g. Sansar, to live events) or shutting down completely (e.g. the old High Fidelity platform).

So, what do you think? Is PCVR doomed, or it just having a pause? Are standalone VR headsets going to kill tethered VR headsets? Please feel free to leave a comment on this blogpost, or join in the never-ending, freewheeling discussions and debates taking place among the 500+ users on the RyanSchultz.com Discord server. Thanks!

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