<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[GameUP24]]></provider_name><provider_url><![CDATA[https://gameup24.wordpress.com]]></provider_url><author_name><![CDATA[William A.]]></author_name><author_url><![CDATA[https://gameup24.wordpress.com/author/louzwate/]]></author_url><title><![CDATA[How many Rifts has Oculus&nbsp;sold?]]></title><type><![CDATA[link]]></type><html><![CDATA[<div><img src='https://cdn0.vox-cdn.com/thumbor/I-LKXujfls8aFkLGL4EBPu-O1xw=/5x0:526x293/640x360/cdn0.vox-cdn.com/uploads/chorus_image/image/51247309/Screen_Shot_2015-05-15_at_1.30.34_PM.0.0.png' style='max-width:600px;' /></p>
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<p>A long answer to a simple question</p>
<p>There is one question everyone at Oculus Connect is asking each other — at least after <a href="http://ift.tt/2cVB8sM">they ask where Palmer Luckey is</a> — and that’s the sales numbers of the Oculus Rift itself. Is the hardware doing well? Has Oculus sold a million units? Maybe “only” 100,000? No one has has any idea, nor do they even feel like they’re in a solid place to speculate. </p>
<p>I spoke with Nate Mitchell, Oculus’ VP of product, and asked when the company could begin to be more transparent about sales numbers and the size of the market. </p>
<p>“That’s a good question!” he said. He then spent around 30 seconds taking a long swig of water from the bottles located around the table before settling on an answer. </p>
<p>“I would say that we’re far, far from being saturated,” Mitchell stated. “In the next year, with Touch and <a href="http://ift.tt/2dNYv4g">min spec</a> and the content that’s coming, we’re going to see a tremendous number of people get into Rift and PC VR, in a big way. I’m pretty confident of that.”</p>
<p>Oculus has always been willing to speak, at least in broad terms, of the success of Gear VR.</p>
<p>“We talk about how we’ve had a million people using the device in April &#8230; but Gear is doing super well,” he continued. “I think developers have seen that and feel that in the ecosystem. I think overall, we’ve always said VR is going to start small and grow into something huge and tremendous, and I do think that’s the path we’re on.”</p>
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<aside><q>“I would say that we’re far, far from being saturated”</q></aside>
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<p>What’s important is that the base grows, that more people get into VR and experience what it can offer. And Mitchell thinks that Oculus has the tools to make that happen. </p>
<p>“I’m very excited about the min spec announcements, <a href="http://ift.tt/2d6taLL">Touch launch coming</a>, because I do think you’re going to see another deluge of people come into VR that are beyond the VR enthusiasts and potentially the gamers — we fit into both of these categories — into a broader audience.”</p>
<p>Oculus was able to lower the PC specifications for a good experience on the Rift due to an addition to the software development kit called “asynchronous spacewarp,” which deals with dropped frames and allows the player to see a comfortable frame rate in-game. It’s a neat trick that means you will soon be able to <a href="http://ift.tt/2dNYv4g">buy an Oculus-ready PC for as little as $500</a>.</p>
<p>But the question was about sales numbers of the hardware itself. Do you think the company will release solid numbers in the next year? </p>
<p>“We may, absolutely,” Mitchell said, pointing out that Oculus sometimes gives numbers for Gear VR, but hasn’t yet at all for Rift. “Don’t rule it out.”</p>
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<p><em>Source: <a style="text-decoration:none;" href="http://ift.tt/2cXfjZI">Polygon &#8211;  Full</a></em></div>
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