Steam vr headset stats11/6/2023 However you slice it, the juiciest detail can't be argued: a 20.2% jump within a major PC-VR ecosystem in 30 days. Drawing an exponential trend line of Steam's MAU between August 2017 and January 2019 would get us closer to a count of 1.6 million active VR hardware owners on Steam, and that doesn't include any estimate of Steam-ignorant Oculus users. Let's not forget, there is likely a significant number of Oculus system owners who never connect to Steam, thanks to its Oculus Home landing zone (which loads an all-in-one storefront whenever users put a Rift, Rift S, or Quest headset over their eyes).īetween those factors, basing any guess on the painfully conservative MAU count of 90 million gets us to 1.17 million PC-VR users connecting to Steam. That's a likely use case for anybody taking advantage of the recent Oculus Link feature, exclusive to the otherwise portable Oculus Quest system. Thus, any tidy VR users who unhook and stow their headsets when not in use wouldn't be counted. (For perspective, the same survey indicated that 0.9 percent of Steam computers run on Linux, while 3.0 percent use MacOS or OSX.) At least a millionĪdditionally, the survey only counts VR system ownership if a headset is connected to a Steam user's computer when the survey is taken-as opposed to tracking VR software use through the month. By pure percentage points, this is the largest one-month jump in pure percentage since Valve began tracking VR use in 2016-by a long shot. The latest survey, taken during January 2020, says that 1.31 percent of all surveyed Steam users own a VR system, up from 1.09 percent the month prior. What surprised us was the continued growth of that metric through the following month-and a statistically significant one, at that. That's the holiday season, after all, and it's reasonable to expect Santa's deliveries of headsets to affect data. We were intrigued (but not surprised) to see a jump in connected VR devices for the reported month of December 2019. In the latter case, that figure is counted out of all Steam users-as opposed to a less-helpful stat like "70 percent of VR fans prefer Product A, 30 percent Product B." You'll find all kinds of data about Steam-connected computers every month, and this includes operating systems, video cards, VR systems, and more. Valve's gaming marketplace Steam includes an opt-in hardware survey feature, and the results are published as percentages of surveyed users on a monthly basis. This month, at least, we have an intriguing new data point: a burst in PC-VR hardware use, two months in a row. How well are virtual reality headsets selling? With most of the sector's major players remaining coy on sales figures, we're left to draw an incomplete picture from various bits of data. Aurich Lawson / Getty reader comments 100 with
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