The source you have provided is listing sales estimates from 2021. While estimates are good to get a general idea, it’s always better to source sales data from the product manufacturer rather than third party analysts; not to mention It’s better to find more recent data.
According to a Microsoft presentation, the Series X/S have sold around 21 million devices by June of 2023. (Source)
According to Playstation, the PS5 has sold around 50 million units by December of 2023. (Source)
A leaked slide from Meta’s Reality Labs Roadmap Presentation indicates that Meta has sold around 20 Million Units as of February 2023 (Source)
This statement does not seem accurate.
This isn’t to say that you are incorrect. VR is more accessible than ever before. Meta has introduced tens of millions of people to VR.
I believe you misinterpret my statement here, I wasn’t saying that a large amount of people don’t own VR headsets.
However, just because 20 million people got quest headsets in recent years, does not guarantee that those people play Roblox.
In my opinion, a feature like this and the technical work required to push out of development would necessitate a LARGE amount of people both supporting it and finding use in it. I was merely saying that this feature does not impact enough people for it to matter to Roblox.
In August of 2023 CEO of Roblox reported a download count of ~ 1,000,000 for Roblox on the quest (Source)
However, this statistic does not account for downloads on multiple accounts, or resets; which tend to put the count lower than this number). It is likely though that over the past 273 days since the metric was reported, downloads have risen quite a bit. Factoring this in you can have a decent idea to the amount of Roblox VR players there are.
However, not all Roblox players are developers.
As of September 2023, Roblox has reported that there are around 3 million developers on the platform. (Source)
Even if you make the bold assumption that Roblox VR players are just as likely to be developers as any other (not to mention also owning a desktop computer), only around 5% of Roblox developers would have access to this.
It’s just not enough of a community for Roblox to care in the first place.
With three points of tracking only so much motion can be gathered. I will revisit this topic in my next point.
I don’t get this, if you’re doing it for prototyping reasons, I feel as though it would be both easier and faster to just put down a couple basic keyframes to get a feel for it. As opposed to connecting your VR to a computer, putting it on, hitting record, and making a motion.
If you’re going to decimate the animation to make it look more game-y why not just animate it yourself in the first place. What you’re doing is essentially taking the expressive detail (which is an extremely large draw of motion capture) and simplifying it to what could be easily animated in the first place.
A couple sentences ago I mentioned that an extremely large reason for mocap is it allows for realistic, fluid movement, with a monumental amount of data. To SAVE TIME over keyframing such animations.
The way it seems you intend to use it inevitably betrays the reason for motion capture in the first place. You’re taking the animation and removing some of the biggest reasons FOR mocap.
In the end, I like the idea. However, I believe that it is largely unnecessary.
How you have described using it seems like it would only be useful for developers that own a vr headset, are not animators or do not have someone who can animate for them and wants to push things out quickly. It just seems unnecessary to me, but maybe I’m wrong.