![]() On the other hand HL:A motivated people to invest a lot of money just to play it, substantially raised the quality bar, demonstrating what kind of great experience AAA VR can provide, and people stick around in the hope for more. One interpretation is that the Quest 2 significantly lowered the entry barrier, so more people could try VR for cheap, but it doesn’t provide the right content to keep them interested for a long time, and many drop out after a few months. But while a significant number of news users that were drawn in by HL:A continued to use VR, the huge increase from Dec-Jan due to new Quest 2 users is pretty much matched by the similarly huge drop from May-Jun. It is interesting that the main growth spurts came from two events, first the release of HL:A, then the release of the Quest 2. ![]() The only major vendor that grew its share in the last month is actually Valve which, despite offering only a single headset, is the third largest vendor of VR headsets used on Steam. Despite being the most recent vendor to release a new PC VR headset (Vive Pro 2), HTC’s share continues its long decline, now down to 13.89% ( –0.56%). Rift S, the original Quest, Windows Mixed Reality, and the original Vive lost the most share over the last month, with Rift S at 17.21% ( –0.88%), Quest at 5.02% ( –0.68%) Vive at 9.70% ( –0.31%), and Windows Mixed Reality at 5.48% ( –0.31%).Īs for the share among headset vendors, although Quest 2 grew in the last month, Oculus overall dropped to 60.71% ( –0.42%) due to losses from Rift S and the original Quest. ![]() While Index grew the most in the last month and took the second place spot, Quest 2 still has a major lead and, now that it’s back on sale after a month-long pause on sales, has grown to 33.19% ( +1.04%) of all VR headsets in use on Steam. Indeed, Quest and Quest 2 have been commanding significant attention among more experienced VR developers recently. ![]() It’s tough to say precisely what’s causing the slowdown, though a common refrain among PC VR users is that the platform hasn’t seen many major VR game releases since Half-Life: Alyx back in March of 2020. However, the small growth follows a trend of bouncy figures in the last few months which appear to show a slowing of VR headset adoption that started in May. Overall the number of users using VR headsets on Steam grew from 1.74% to 1.8%. To demystify the data Road to VR maintains a model, based on the historical survey data along with official data points directly from Valve and Steam, which aims to correct for Steam’s changing population and estimate the actual count-not the percent-of headsets being used on Steam. While Valve’s data is a useful way see which headsets are most popular on Steam, the trend of monthly-connected headsets is obfuscated because the data is given exclusively as percentages relative to Steam’s population-which itself is an unstated and constantly fluctuating figure. The data shared in the survey represents the number of headsets connected to Steam over a given month, so we call the resulting figure ‘monthly-connected headsets’ for clarity it’s the closest official figure there is to ‘monthly active VR users’ on Steam, with the caveat that it only tells us how many VR headsets were connected, not how many were actually used. Each month Valve collects info from Steam users to determine some baseline statistics about what kind of hardware and software is used by the platform’s population, and to see how things are changing over time, including the use of VR headsets. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |