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Reality check for VR: Omdia forecasts decline as Apple's entry fails to galvanize market

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Virtual Reality (VR) market faces significant challenges as headset sales dropped 10% to 6.9 million units in 2024 from 7.7 million in 2023, according to Omdia's latest research. The number of active VR headsets declined 8% to 21.9 million, with Apple Vision Pro's launch failing to revitalize the market and Meta's Quest 3S showing underwhelming sales.

VR content spending reached $904 million in 2024, projected to grow to $1.3bn by 2029, significantly lower compared to console gaming's $37.4 billion. The market outlook remains challenging, with developer interest and declining consumer engagement. Manufacturers are now shifting focus towards lightweight AR glasses with AI integration, hoping to normalize face-based spatial computing for future mass-market VR adoption.

Il mercato della Realtà Virtuale (VR) affronta sfide significative poiché le vendite di visori sono diminuite del 10% a 6,9 milioni di unità nel 2024, rispetto ai 7,7 milioni nel 2023, secondo l'ultima ricerca di Omdia. Il numero di visori VR attivi è calato dell'8% a 21,9 milioni, con il lancio di Apple Vision Pro che non è riuscito a rivitalizzare il mercato e con le vendite di Meta's Quest 3S che si sono rivelate deludenti.

La spesa per contenuti VR ha raggiunto $904 milioni nel 2024, con previsioni di crescita a $1,3 miliardi entro il 2029, notevolmente inferiore rispetto ai $37,4 miliardi del gaming su console. Le prospettive di mercato rimangono complesse, con un interesse da parte degli sviluppatori e un calo dell'impegno dei consumatori. I produttori stanno ora spostando l'attenzione verso occhiali AR leggeri con integrazione AI, sperando di normalizzare il computing spaziale basato sul volto per una futura adozione di massa della VR.

El mercado de Realidad Virtual (VR) enfrenta desafíos significativos ya que las ventas de visores disminuyeron un 10% a 6,9 millones de unidades en 2024, en comparación con 7,7 millones en 2023, según la última investigación de Omdia. El número de visores VR activos cayó un 8% a 21,9 millones, con el lanzamiento de Apple Vision Pro que no logró revitalizar el mercado y las ventas de Meta's Quest 3S que resultaron decepcionantes.

El gasto en contenido de VR alcanzó $904 millones en 2024, proyectándose que crezca a $1,3 mil millones para 2029, significativamente más bajo en comparación con los $37,4 mil millones en juegos de consola. Las perspectivas del mercado siguen siendo desafiantes, con un interés decreciente por parte de los desarrolladores y un compromiso de los consumidores que disminuye. Los fabricantes ahora están cambiando su enfoque hacia gafas AR ligeras con integración de IA, esperando normalizar la computación espacial basada en la cara para una futura adopción masiva de la VR.

가상 현실(VR) 시장은 판매량이 2023년 770만 대에서 2024년 690만 대로 10% 감소하면서 심각한 문제에 직면해 있습니다. Omdia의 최신 연구에 따르면, 활성 VR 헤드셋의 수는 8% 감소하여 2,190만 대에 이릅니다. Apple Vision Pro의 출시가 시장을 되살리지 못했고 Meta의 Quest 3S는 기대 이하의 판매를 보였습니다.

2024년 VR 콘텐츠 지출은 $9억 4백만에 도달했으며, 2029년까지 13억 달러로 성장할 것으로 예상되지만, 이는 콘솔 게임의 374억 달러에 비해 상당히 낮은 수치입니다. 시장 전망은 여전히 도전적이며, 개발자 관심이 감소하고 소비자 참여가 줄어들고 있습니다. 제조업체들은 현재 AI 통합이 가능한 경량 AR 안경으로 초점을 옮기고 있으며, 향후 대중적인 VR 수용을 위해 얼굴 기반 공간 컴퓨팅을 정상화하길 희망하고 있습니다.

Le marché de la Réalité Virtuelle (VR) fait face à des défis significatifs, car les ventes de casques ont chuté de 10 % pour atteindre 6,9 millions d'unités en 2024, contre 7,7 millions en 2023, selon les dernières recherches d'Omdia. Le nombre de casques VR actifs a diminué de 8 % pour atteindre 21,9 millions, le lancement de l'Apple Vision Pro n'ayant pas réussi à revitaliser le marché et les ventes du Meta Quest 3S étant décevantes.

Les dépenses en contenu VR ont atteint 904 millions de dollars en 2024, avec des prévisions de croissance pour atteindre 1,3 milliard de dollars d'ici 2029, ce qui est nettement inférieur aux 37,4 milliards de dollars du jeu sur console. Les perspectives du marché restent difficiles, avec un intérêt des développeurs en déclin et un engagement des consommateurs en baisse. Les fabricants se tournent désormais vers des lunettes AR légères avec intégration de l'IA, espérant normaliser l'informatique spatiale basée sur le visage pour une adoption massive de la VR à l'avenir.

Der Markt für Virtuelle Realität (VR) steht vor erheblichen Herausforderungen, da die Verkaufszahlen von Headsets im Jahr 2024 um 10% auf 6,9 Millionen Einheiten zurückgegangen sind, im Vergleich zu 7,7 Millionen im Jahr 2023, so die neuesten Forschungen von Omdia. Die Anzahl der aktiven VR-Headsets ist um 8% auf 21,9 Millionen gesunken, während der Launch des Apple Vision Pro den Markt nicht beleben konnte und die Verkaufszahlen des Meta Quest 3S enttäuschend waren.

Die Ausgaben für VR-Inhalte erreichten im Jahr 2024 904 Millionen Dollar und sollen bis 2029 auf 1,3 Milliarden Dollar wachsen, was im erheblichen Vergleich zu den 37,4 Milliarden Dollar des Konsolenspiels niedrig ist. Die Marktperspektiven bleiben herausfordernd, da das Interesse der Entwickler sinkt und das Engagement der Verbraucher abnimmt. Die Hersteller richten nun ihr Augenmerk auf leichte AR-Brillen mit KI-Integration, in der Hoffnung, die gesichtsbasierten räumlichen Berechnungen für eine zukünftige Massenaufnahme von VR zu normalisieren.

Positive
  • VR content spending expected to grow from $904M in 2024 to $1.3B by 2029
Negative
  • Headset sales declined 10% YoY to 6.9M units in 2024
  • Active VR headsets decreased 8% to 21.9M in 2024
  • Apple Vision Pro failed to revitalize market interest
  • Meta Quest 3S shows disappointing early sales data
  • developer interest and declining consumer engagement
  • VR content revenue significantly trails gaming console content ($904M vs $37.4B in 2024)

Insights

The VR market's significant contraction in 2024, with a 10% decline in headset sales to 6.9 million units, signals deeper structural challenges beyond just cyclical downturn. The decline in active users to 21.9 million and modest content revenue of $904 million compared to the console gaming market's $37.4 billion reveals VR's struggle to establish mainstream appeal.

Meta's Quest platform dominance hasn't translated into sustainable growth, while Apple's Vision Pro failed to catalyze market expansion. The projected recovery in 2026 appears optimistic given current developer exodus and weak ROI metrics. The industry's pivot toward lightweight AR glasses suggests VR manufacturers are already hedging their bets, recognizing current form factors may not drive mass adoption.

The lackluster performance of both high-end (Vision Pro) and entry-level (Quest 3S) devices exposes fundamental limitations in current VR technology. The low upgrade rate among Quest 2's 20 million users indicates that even successful devices struggle with retention and continued engagement. The shift toward AR glasses represents a strategic retreat from immersive VR, acknowledging that all-day wearability and practical utility may matter more than pure immersion.

The integration of multimodal AI with lightweight AR suggests manufacturers are prioritizing practical computing solutions over gaming and entertainment. This technological pivot could reshape the entire spatial computing landscape, potentially marginalizing traditional VR even further.

LONDON, Dec. 12, 2024 /PRNewswire/ -- Omdia's latest research shows that the consumer VR market continued to decline in 2024. Headset sales volumes fell by 10% in 2024 to 6.9 million units, down from 7.7 million in 2023. The market is expected to decline further in 2025, in line with Omdia's earlier projections. The outlook reflects a challenging period for the consumer VR industry ahead of a forecasted rebound in 2026.

"The Apple Vision Pro's highly anticipated debut failed to spark the resurgence that the VR industry hoped for, with momentum fading and significant developer interest still lacking ten months on," commented George Jijiashvili, Senior Principal Analyst at Omdia. "Meanwhile, early sales data for the new entry-level Quest 3S reflects no significant boost to Meta's headset sales, reinforcing Omdia's view that VR will remain a niche market as long as it remains in its current form."

The number of VR headsets in active use fell by 8% in 2024 to 21.9 million. This was primarily due to a low share of Quest 2 owners upgrading, over 20 million of which have been sold since 2020. Nevertheless, growth is predicted by 2029, contingent on Meta's continued commitment to this category and the anticipated launch of a more affordable Apple Vision Pro model in 2026.

Omdia's latest Consumer VR Headset and Content Revenue Forecast shows $904 million spent on VR content in 2024, growing to $1.3bn by 2029. In comparison, games console content spend will generate $37.4 billion in 2024, highlighting the nascent nature of the consumer VR market.

Dwindling consumer engagement since the pandemic period, limited compelling new content, and developers questioning the ROI of VR projects paint a troubling outlook. With device manufacturers hesitant to commit significant investments, the current developments suggest a pivot away from VR and passthrough mixed reality in current headsets. "The focus is shifting to lightweight AR glasses, offering all-day, 'anywhere' access to multimodal AI. Manufacturers hope that this approach will help normalize face-based spatial computing, which will ultimately spur mass-market VR adoption," added Jijiashvili.

ABOUT OMDIA

Omdia, part of Informa TechTarget, Inc. (Nasdaq: TTGT), is a technology research and advisory group. Our deep knowledge of tech markets combined with our actionable insights empower organizations to make smart growth decisions.

Contact

Fasiha Khan: fasiha.khan@omdia.com

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SOURCE Omdia

FAQ

What caused the VR market decline in 2024?

The VR market declined due to low Quest 2 upgrade rates, developer interest, declining consumer engagement, and Apple Vision Pro's failure to spark market revival.

How much did VR headset sales drop in 2024?

VR headset sales dropped 10% from 7.7 million units in 2023 to 6.9 million units in 2024.

What is the projected VR content revenue by 2029?

VR content revenue is projected to grow from $904 million in 2024 to $1.3 billion by 2029.

How many active VR headsets were there in 2024?

The number of active VR headsets fell by 8% to 21.9 million in 2024.

What is the industry's new focus after VR market challenges?

The industry is shifting focus to lightweight AR glasses with all-day, 'anywhere' access to multimodal AI, aiming to normalize face-based spatial computing.

TechTarget, Inc.

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