2015 was an important year in the development of Virtual Reality and the growth of the industry in this early stage of discovery. Companies all over the world made leaps forward developing new, exciting technology that will one day enable VR to become a mainstay in homes and businesses and thus, a technological revolution.
However, 2015 also proved to be more challenging than predicted in the years preceding it. Many had predicted 2015 would be the breakout year for Virtual Reality. VR would arrive in peoples’ homes changing the gaming industry as we know it and enjoy waves of hype and mass adoption thereafter. Alas, these predictions proved to be somewhat premature as VR developers all over the world announced product launch and delivery delays. Indeed, the world’s biggest and most powerful VR multi-billion dollar developers such as Facebook / Oculus and HTC themselves pushed delivery dates back until 2016.
As 2015 rolled on, it quickly became apparent that VR was not quite ready to take off. Hardware still needed to be invented, developed and refined for consumer adoption. More importantly in terms of consumer adoption, content lagged behind hardware development. As we all know, if there is a lack of playable content, the VR gaming market will be severely hampered. As a result, many in the industry started exploring the emerging VR B2B markets in order to bridge the time period before mass consumer adoption would be possible.
2015 was not only a challenging year for the tech and VR industry’s biggest companies, but also for us at Cyberith. Some of the challenges proved to be more time consuming than we had expected. As a result, we found ourselves having to push back our delivery date a few times. Creating, designing and building a consumer-ready product out of a prototype, fit for CE & FCC certification, thus deemed legally safe to sell proved to be more difficult and long-winded than simply creating a working prototype.
As a result of the aforementioned VR developments in 2015, we decided to focus a lot of attention on B2B markets. It became clear to us that in order for us to succeed as a company, we needed to develop our B2B channels and find business partners interested in VR.
Initially, we planned to deliver our Webshop Pre-Order Virtualizers en masse as the first chunk of our serial production. As a result of the state of the VR market and the adjustments that were necessary in our go-to-market strategy, we have been forced to delay the start of this serial production for several months. At this point, we cannot say exactly when we will be delivering.
Therefore, commencing this week, we will be starting the process of refunding all of our Webshop Pre-Order Virtualizer customers. Your down-payments will be transferred back to you in full.
All the best,
your Cyberith Team