HTC Virtual Reality – Repeated history

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HTC Vive loses out to Oculus.

  • While penetration of VR units in the gaming community remains pathetically low, Oculus has edged out HTC potentially spelling the end of a once great smartphone company.
  • The latest data from Steam indicates:
    • First, penetration: this remains very low at 0.14% of all PCs surveyed.
    • In reality, this is likely to be far lower as the survey is conducted on Steam users only (all gamers) and it is opt in.
    • Hence, only users most engaged with the platform are likely to participate and it is these users that are most likely to be early adopters.
    • Hence, I suspect that real penetration of PC gamers is much lower, probably below 0.1%.
    • Second, market leader: Oculus is now the market leader on Steam with 47.3% share with the HTC Vice now in second place on 45.4%.
    • This is significant as HTC is using Steam’s own IP for the Vive which should have given it a significant advantage on its home platform.
    • However, it looks to be repeating its history in smartphones, having again ceded a dominant leadership position.
  • With less than 0.1% of the market addressed by all makers of VR units, there is still clearly everything to play for, but HTC’s performance unveils a worrying trend.
  • A VR unit is only as good as the content that is created for it, and here the advantage has now clearly passed to Oculus.
  • Developers will now have a greater opportunity to sell their games by prioritising Oculus which combined with Facebook’s much greater capacity to invest in the platform, puts HTC on the back foot.
  • This is further exacerbated as HTC does not have exclusive access to the Steam VR platform meaning that if it were ever to take off in a big way, there would most likely be a flood of competing, much cheaper devices made available.
  • For VR itself, take-off remains the big issue as:
    • Price: Many of the devices cost several hundreds of dollars and also require a PC to run, further increasing the cost.
    • This is beginning to fall but still needs to go further to bring it into the range where real volumes might be sold.
    • Clunky: VR and AR units are still large, clunky and uncomfortable to wear.
    • In many cases they also make the user feel foolish when wearing one.
    • Comfort and security: VR cuts the user off from almost all sensory inputs from his immediate environment severely limiting the situations in which the user would feel comfortable using one.
    • Many units also cause feelings of nausea due to an imperfect replication of the real world compared to what the brain is expecting.
    • Content: Both games and content remain in short supply and of poor quality.
  • The net result is that VR is clearly still far from ready prime time and there remains a lot of work to do before volumes will really take off.
  • This will compound the very difficult position that HTC finds itself in and I continue to think that HTC will not make it in its current form.
  • Hence, I think that Oculus will continue to chip away at HTC’s weakening position in VR, leading to a further deterioration in HTC’s financial performance.
  • HTC has recently sold its smartphone expertise to Google and I will not be surprised to see the rest of the company follow to another large ecosystem wishing to get in on the possibility of next generation video games.
  • Facebook has now moved into pole position and should be able to stay there if it executes and invests well.

RICHARD WINDSOR

Richard is founder, owner of research company, Radio Free Mobile. He has 16 years of experience working in sell side equity research. During his 11 year tenure at Nomura Securities, he focused on the equity coverage of the Global Technology sector.