Oculus Rift was a virtual reality headset.
It was a VR headset that had the potential to revolutionise gaming.
But it’s been a long road, and it’s now been overshadowed by the Oculus Rift.
It’s become the darling of the gaming industry, but its success has been overshadowed not just by the headset, but also by the PC market, and what is left to do with it.
Read more Oculus Rift has been a big part of what’s happened to the gaming sector.
In 2017, the Oculus VR headset launched, a virtual world where you could sit on a computer and interact with your friends.
But when it was announced in April 2020, it was a novelty.
A VR headset designed for games.
The Oculus Rift wasn’t a game console, it wasn’t the next-gen gaming headset.
Oculus Rift is the headset that revolutionised the VR industry.
The Rift was the first to introduce a virtual, 3D world that you could walk around in.
And it’s the headset Oculus Rift’s success has come from.
Oculus VR’s biggest success story Oculus Rift had a lot going for it.
It had a headset that let you experience a virtual 3D space, one that didn’t require you to download anything.
It wasn’t expensive, it didn’t have any limitations.
And its developers were on board.
For more than a year, Oculus Rift shipped millions of units, and by the time the headset launched in October, the company had sold 10 million headsets.
The company has been hailed as a huge success.
And the Rift’s developer community has grown to more than 3,000.
Oculus was so popular that it was worth $US5 billion in 2019.
It made gaming a big business, with a dedicated consumer market and a dedicated developer community.
But a year later, it looks like that success has not been enough.
Oculus’ sales have not kept up with its growth.
In 2018, the firm announced that it had shipped 1 million units of the Oculus Touch headset.
By the end of the year, it had sold 3.6 million.
Oculus Touch was the most successful Rift headset of the first wave, selling 3.7 million units, but Oculus Touch didn’t go on sale until December.
And that’s just one headset.
There are more than 10,000 Oculus Rift headsets in use, and a growing number of them have been released over the past 12 months.
There have been more than 200,000 people who have bought the Rift and used it.
The majority of them are gamers, with the majority of people who bought Oculus Rift going on to buy an Xbox One or PlayStation VR headset.
But there are also people who aren’t necessarily gamers.
They’re people who spend their time watching movies, playing games, or watching TV.
The problem is that the VR headset market is very small, and there are a lot of games and other things people enjoy that are only available on the Oculus headset.
That’s not an issue for Oculus Rift, but for other VR headsets, it’s a problem that has plagued the VR market.
The most recent figures from IDC suggest that the Rift is in a position to become the best-selling VR headset for at least the next 10 years.
But that’s not how it looks for gamers.
In 2016, the gaming market was a relatively small one.
In terms of gaming, the market was around 4.3 billion units.
In 2020, the year Oculus Rift came out, that figure had jumped to 6.6 billion.
But gaming was just a small part of the VR sector.
The biggest reason for that is because the VR headsets were designed for people who didn’t play games.
That includes those who spend a lot more time in front of a TV or monitor than they do playing games.
And those people are the gamers.
A lot of gamers spend their gaming time on social networks and social games.
They like playing games with friends, but they also like playing with their families and with other people.
That group is a lot like the gaming population.
For that group, the Rift was an amazing success.
But for the gamers, the success has had an impact.
While the Rift has grown in popularity, it hasn’t kept pace with the gaming boom.
According to IDC, in 2020, gaming had almost tripled to 4.9 billion units, up from 1.3bn units in 2020.
That meant that in 2020 the Rift had sold 2.9 million more headsets than its predecessor, the PlayStation VR.
But by the end.
of 2020, VR headsets had only grown by 5 per cent, from 1 billion units to 2 billion units — still a very small number.
That means that by the year 2020, only 2.6 per cent of the population were buying a VR product.
That makes VR a very niche market.
There is no big company like Oculus.
There’s no one big developer like Facebook.
There doesn’t seem to be much overlap between developers and consumers.
And in 2020 there was