I was hoping it would plug into the Camera port and then the Camera into the box as to not take up a valuable USB port.
This is a major concern for me; I was hoping the Eurogamer article would reveal an AUX in and AUX out. I really don't want a USB cable trailing round the front of the PS4 permanently.
There is still hope, even if this is the final design: they could plug the PSVR processor box into the back AUX port, and then put some passive USB hub wiring in the plug to give a through port for the camera. That would keep it tidy and save a USB port.
I felt the same, for the same reasons. However, now the USB connection from the PS4 needs to carry all of the data required to assemble the 3D audio in the breakout box, plus it can optionally carry an
additional 1080p30 feed for the Social Screen, over and above the 1080p90/120 that's being sent "directly" to the headset via HDMI. On top of all of that, you have a
pair of 1280x800@60Hz feeds coming from the Camera, and likely feeds from its four mics as well. USB3 may simply not be able to handle that much data whizzing back and forth on a single cable, hence the need to connect to discrete ports on the PS4.
Oh, and if you're doing asymmetric play on the Social Screen, in addition to that video feed, the USB would also be carrying at least a separate stereo audio feed, if not full surround sound. So, yeah, lots of data for a single USB cable to carry.
Regarding sales:
Sony stated they expect the whole year 1 market for VR to be around the 2.6m mark - that's PSVR, OR & Vive combined.
Using Ass-Number-Generator and assuming an even 3-way split, on a PS4 userbase which by June 2016 may well be nudging 40m, they're expecting an attach rate of around 2% - 800k; sales on a par with what most of Gaf would consider a 'bomba' if it was a game.
IIRC, that was an IDC estimate that House(?) said seemed like a reasonable and positive prediction, or something like that. Also, I'm not sure the predicted split was ever made public, but they did say PS4 was expected to lead sales among the three.
Source?
How can dev costs be justified for VR only titles with those kind of numbers?
Mostly, due to the high attach rates generated by limited software supply. There may not be many VR users in total, but they will be very hungry for content, so if there's only a dozen good games out there and yours is one of them, chances are good that nearly all VR owners will pick it up. 1M PSVR headsets may not sound like many, but it's a ton if you can get 40%-80% attach rates before the software market starts getting flooded.