Submind YouTube summaries
Thumbnail for PSVR2 Sells 3.7 Million | Is It True?

PSVR2 Sells 3.7 Million | Is It True?

Watch on YouTube

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.