Video summary
The video investigates recent claims regarding the sales figures of the PlayStation VR2, specifically addressing a report from Tree View Studio that suggests the headset has sold approximately 3.7 million units. The presenter analyzes this data with significant skepticism, noting that the report bundles PSVR1 and PSVR2 sales together rather than providing separate breakdowns. While the report claims a total lifetime shipment of 8.7 million units for both headsets combined, the creator points out several inconsistencies in these numbers. A major red flag identified is the report's claim of 65 million PlayStation 5 owners as the install base, which contradicts publicly available data showing only around 19 million PS5s sold by early 2025. This discrepancy casts doubt on other key statistics within the report, such as the estimated monthly active users and the specific sales volume attributed to the PSVR2.
The analysis delves into the methodology used to derive these figures, revealing that the reported numbers likely mix official Sony milestone announcements with IDC channel shipment data. The presenter explains that these two metrics measure different things: one reflects units sold directly to consumers (sell-through), while the other tracks units shipped to retailers (shipments). Consequently, the 3.7 million figure for PSVR2 is likely an overestimation of actual consumer sales because it includes inventory sitting on retail shelves rather than devices that have been purchased by end-users. Furthermore, the report fails to account for significant price reductions and the impact of the PC adapter support that drove demand in 2025, suggesting that revenue calculations based on older, higher price points would be inaccurate.
Despite the skepticism surrounding the specific sales numbers, the video acknowledges that the PSVR2 still has potential for growth with upcoming titles like *High on Life* and *System Shock*. The presenter argues that even if the 3.7 million figure were accurate, it might not represent a strong performance when compared to the PSVR1's trajectory over its longer lifecycle. There are also reports of restocking issues in certain regions, which raises questions about current production levels and supply chain dynamics. Ultimately, the video concludes that while there is life left in the headset, the available data is heavily reliant on estimates and lacks transparency regarding how engagement metrics like monthly active users were calculated, leaving many aspects of the PSVR2's market performance still uncertain.
Read the full video transcript
Hither lads and ladies, it is Petryfying
Pumpkins here, and today I wanted to
make a video which may or may not answer
the question that has been on the top of
my mind when it comes to PSVR 2, which
is to say how many units has the PSVR 2
actually sold. Now, this is not going to
be a definitive answer to this. However,
we do have a report here from Tree View
Studio. And if we look up who Tree View
Studio are, they transform bold ideas
into spatial computing apps. So, you
know, this is this is their their main
goal, their main objective. They're not
data compilers like Circana, like IDC,
or whoever else. Now, this article was
made on the 1st of August, which is
important, and it was made by Eugenia
Gallo, head of marketing. I've gone
ahead, I've read the whole thing. It's
quite lengthy,
but I've highlighted the parts that are
relevant to PSVR 2 because that's all we
care about in this channel. Personally,
I mean, Quest is going to be at the top
of a lot of these lists, but, you know,
this isn't about Quest. All right, not
everything is about you, Quest people.
All right, let me jump down here. So, in
2025, the XR market, and when they say
XR market, they're including all types
of realities, you know, glasses, not
just headsets. But anyway, shipped 14.5
million devices globally, which is a
41.6%
increase overall. Now, most of that says
smart glasses drove almost all of it.
So, that big
uh 41% increase was mostly thanks to
these smart glasses. So, don't get your
hopes up, you know, don't start
celebrating and popping that champagne
just yet for the virtual reality growth
out there. So, key numbers at a glance,
lifetime units represent total hardware
sold through Q4 2025. So, this is
important to keep in mind. All this data
we're going to be looking at right now
only goes as far as the fourth quarter
of 2025. I don't know if that means it
the fourth quarter or if it's just up
until the fourth quarter. Regardless, it
doesn't include any sales or any numbers
from 2026, so keep that in mind. Also,
when they mention monthly active users,
these figures that they provide are just
estimates derived from platform
engagement data where available. So, we
will get to that in just a second as to
why I highlighted that. So, we'll jump
down
to PSVR 2 and PSVR 1 because they don't
do them individually. They've got them
bundled together, which is slightly
annoying for my purposes of this video.
Plus, we can still work it out
generally or estimatedly. So, the stats
they have here are lifetime units sold,
what they sold in 2025, and what the
year-over-year raise was, whether it was
a gain or a a loss, and the monthly
active users, which is, of course,
reminders of here, that is just
an estimate. So, according to these
guys, in total, PSVR 1 and PSVR 2 has
sold 8.7
million units. In 2025 alone,
they estimate that both of these have
sold 1.5 million. Interestingly, there's
an estimate here, too. But, keeping in
mind that the PSVR 1 is the older
headset of the two, so you'd imagine
that with that 1.3 here would be mainly
comprised of PSVR 2 headsets sold. Now,
that's up 63%
over the previous year, which is 2024.
Now, that sounds fantastic, doesn't it?
Like a huge gain for PSVR [music] 2.
Plus, when you look at what PSVR 2 was
selling, according to these guys, in
2024, which we will get to, you'll see
that, you know, maybe not as impressive
as it looks. And then, they have the
monthly active users at 1.5
million. And again, no idea how they're
getting those numbers. They say, you
know, they tell you derived from
platform engagement data where
available, but where's the where's the
engagement data that led them to this
number, I wonder. You know, where was
that available? And when you compare us
to their estimates for Quest, you can
see that, you know, we're 7 million
behind the Meta Quest in terms of
monthly active users, if you can believe
these numbers. So, we will continue down
below. We've got some beautiful charts
and graphs. I don't know if you like
your pie charts. I don't know if you
like your bar charts. So, unless like
we're frozen. Here we go. We've got bar
charts, pie charts. I will link this
article in the description if you want
to check it out yourself. Maybe grab
yourself a JPEG of these graphs, print
them out, stick them up on your wall. We
do enjoy a good chart around this
channel. Anyway, we will continue down.
A lot of this is repeating the same
information, so I'm just going to jump
to where it gets interesting. So, here.
So, they have the PSVR2
and PSVR1 listed as 549, which as we
know is the
That's the ORRP of the PSVR2, which
right now I checked it up already. For
two, and we're looking at 399. So, this
I don't think this is a sale.
I think this is just the default price.
Correct me if I'm wrong, but 399 is now
the default price
of the PSVR2.
But they're listing it here as 549. So,
keep that in mind when they discuss
revenues that the PSVR2 has made because
they might be including the higher ORRP
price point rather than, you know, the
price it has been. And it's dropped even
lower than that in the past couple
years, well, year plus. We'll say 18
months. I don't know exactly when these
sales started. Anyway, we're going to
mess with details here. We'll skip that.
We don't care. But I think PSVR2 is
next. Yes, it is. So,
we got some more statistics here. The
new interesting ones is lifetime
revenue, 3.5 billion. And they've got
this other statistic here, which is
3-month retention at 73%,
which, if I understand that correctly,
means that once every 3 months at least
a PSVR2 owner will actually use the PSVR
2. I don't know. I can't even begin to
imagine where they're getting that kind
of information from. Its structural
advantage is the PlayStation install
base, which is roughly 65 million PS5
owners. Now, I highlighted this
uh because this is wrong.
PS5 as of even as of 2025, which is
where a lot of this information is
coming from, even though the article
itself is from just a few weeks ago, uh
was at 19 million. So, we know there's
19 million PS5s out there sold sold
through to customers. So, if they got
this number wrong, surely we have to
question every other number because the
19 million number that we have is
publicly available easily Google
Googleable by anyone. You know, Sony
themselves have come out and announced
that. So, this is not hidden
information. So, it's kind of crazy that
this not crazy, but you know, it makes
me suspicious that if that's wrong, what
else is wrong? And that brings us to my
point earlier about how much we sold in
2024. According to this, they sold
800,000
units in 2024. So, that 63%
boost
was from 80,000. So, that kind of makes
us a bit less impressive when you see
how low it was for 2024. Uh after
significant decline in 2024, the PSVR 2
recovered in 2025 driven by PC adapter
support,
price reductions, which I would imagine
is the biggest factor, price reductions,
uh and new first-party software. Now, if
somebody can explain to me what new
first-party software we got in 2025, I'm
not sure. From best of my knowledge,
Firewall Ultra was the last first-party
title because some people some people
would argue that's second-party, even
though, you know, Sony considers that
first-party. They own the IP, etc. etc.
Unless they're including, you know,
possibly a deal was done for Hitman,
possibly a deal was done for Microsoft
Flight Simulator, but nobody knows that
for certain. Uh but even so, he wouldn't
class it as first-party software. The
platform reports a 40% weekly usage
rates and a 73% 3-month retention. The
strongest engagement figures outside
Meta Quest. And that does sound great,
but it once again, I have to wonder,
where does that come from? Where are
these numbers coming from? How did they
get those numbers? Eugenia, Eugenia, if
you could answer that, I'd be I'd
appreciate it. Lifetime unit sales, now
they do split them up finally here. So,
5 million,
which is the final announced total by
Sony. Now, Sony, I believe, announced
that as in like 2019.
Was it 2019? Let me check. January 2020.
So, it was in January 2020 that we
discovered that we hit 5 million on
PSVR1. And that's important because,
[music] you know, I'm sure it kept
selling
before PSVR2 came out, because PSVR2
didn't come out until 2023. So, that
means there was 3 years more sales
[music]
for that 5 million to increase. Now,
they never announced 6 million, so maybe
it never got that extra 6 million or
that extra million in those 3 years, but
you would imagine it would have sold
maybe 5.5.
You know, somewhere between 5 and 6. So,
not a flat
5. So, when you take that away,
they're just taking away 5 million from
this 8.7 and they're getting the 3.7
PSVR2 estimate, which I would say is
probably lower than that, because that 5
million PSVR1s
would be higher than that. I wouldn't be
surprised it was closer to just a flat
3,
maybe 2.something. If you can trust any
of these numbers at all, by the way.
I've no idea. Again, see, they're just
has an est. right beside it. So, this
3.7 is completely estimated. No idea
where they got that figure from. The
only official numbers we got from Sony
about the PSVR2
is that it sold like 600,000 units in
the first 6 weeks on sale. And then they
never officially updated it again,
likely because it didn't look so good.
And then you get your PSVR 2 and your
god knows abominations, absolute
abominations down here which we don't
care about very much, but you know, it's
interesting to see what's going on in
the world. Like, what is this?
What is that? We want to talk about
their sources and their methodology. So,
they specifically mention PSVR 2 here.
They say, "PSVR 2 figures combine Sony's
official milestone announcement with IDC
channels." What does IDC stand for? I
think it's like international data. So,
IDC stands for International Data
Corporation. I had to do a quick little
chat with ChatGPT to figure that one
out. Anyway, let me go let me go over
that again cuz I've lost my train of
thought. PSVR 2 figures combine Sony's
official milestone announcements which
has just been won for PSVR 2 with IDC
channel shipment data. Now, IDC channel
shipment data, how accurate is that? So,
I believe that's probably where your
estimates start to slip in because the
two methodologies measure different
things which is sell-through to
consumers which is what the Sony
announcement was versus shipments into
retail which is what the IDC is. Both
figures are preserved in the report with
the discrepancy explained in line. So,
that means that 3.7 million or the 8.
whatever million total that they have,
that's including IDC shipment to retail.
So, not sold through to customers. So,
that number is likely lower again. Let's
skip down a little bit here. Revenue
figures for every platform except Meta
Reality Labs or estimates are derived
from unit counts multiplied by average
selling price. So, it sounds like they
would have taken
the price cuts into consideration when
it came to the PSVR 2 revenue that they
were talking about, but you know, it
remains to be seen because they didn't
list the average selling price. They
should be treated as approximations, not
audited financials. And then finally,
this say monthly active user figures are
estimated based on platform engagement
disclosures, SteamVR hardware survey
data, and third-party app analytics.
Platforms that publish no engagement
data are labeled as estimates
throughout. However, you know, they say
that,
but I'm still curious as how is how do
you Are you just pull a number out of
your ass? How do you do that? They give
you no data. Sony don't give you any
engagement data.
And you're supposed to just figure it
out. Like that 1.3 million Was it 1.3
million? No, it wasn't. 1.5 million.
So, we got no clue where that came from.
We can ask ourselves an interesting
question here. Somewhat interesting.
Let's pretend for a second that they're
correct. Let's pretend that the, you
know, the total is 8.7 and 3.7 of those
are PSVR2s,
which I don't think they are. I don't
think it's that high. I think we're
probably closer to 2 million. But let's
say it's true. That's not good. You
know, you would be hoping the PSVR2
would be outperforming the PSVR1. Now,
there's still life in the PSVR2. We're
only 3 years into it. There's still
titles coming out that we as we've seen
at the video game showcase. High on Life
is a probably a pretty big one. The
biggest, maybe, coming. Uh System Shock
as well is going to be a big one for
some people, although it is a bit more
dated. And, you know, we got a flat out
some Yeah, there's still titles coming
to PSVR2. There's still opportunities
for it to sell. Now, there have been
reports of PSVR2 not being restocked in
certain places. I hadn't looked into
that one too deeply. If anyone knows
what what the situation is there, go
ahead and and let me know. I don't know
if it's a regional thing where in some
places the PSVR2 is being restocked and
in some places it isn't. I don't know
what the story is there.
It raises questions about production.
Like, are they still producing them now?
What's what's going on? We don't know.
Even so, remember that 5 million
announcement that came officially from
Sony. That came in [music] January 2020.
So, that would have been 4 years of
PSVR1. So, in 4 years, PSVR1 sold 5
million. And we're
3 and 1/2 years into PSVR2.
And I don't know if we're going to be
hitting that 5 million. First of all, I
don't think this number is correct.
But even if it was, do we expect to be
hitting in selling another 1.3 million
within the next year and a half to match
PSVR 2? So, I would imagine PSVR 2 is
trending downwards if you put them side
to side with PSVR 1. And, you know, if
that's true, that would, you know,
explain [music] Sony's attitude towards
this. Anyway, that's the end of this
video. I just wanted to kind of talk
about it because we don't really get to
talk about this kind of thing a lot. We
only speculate. We kind of already
speculates that's not selling very well.
And [music] a lot of this report still
is speculation cuz there's a lot of
estimating going on here. You know, the
big ESTs all over the place. Even, you
know, the interesting stuff like the
monthly active users. That would have
been a cool stat to talk about, but
that's kind of marred by this, you know,
we're guessing. We're pulling these
numbers out of our ass, essentially.
Although I'd love to hear otherwise if
they have like some kind of source
behind this. So, let me know in the
comments what you think. Is it selling
less or more than you expected? Or is
this basically [music] in line with what
you think? Do you think this report is
just full of holes? Like look at this
here.
How can we trust this if you're saying
65 million? Maybe that's a typo.
I don't know.
Regardless, let me know your thoughts in
the comments if you want. That's it for
this video. Thank you very much for
watching. I will be back to make another
PSVR 2 [music] video when there is more
PSVR 2 news that I want to discuss.
Until then,
stay moist and take care. Bye-bye.