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SteamVR in March 2020: over 1 million VR users

admin by admin
August 18, 2020
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SteamVR in March 2020: over 1 million VR users
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Equipment data and users from Valve now includes any VR headset used in the past month, and shows that 1,07% of users have SteamVR-compatible headset.

 

 

This figure may not seem so great. But comparing it with other currently niche items in the hardware overview shows that the PC VR had a great start.

 

In April 2019, Valve announced that Steam has reached 90 million active users per month. If we assume (which is quite possible) that this figure has grown to approximately $ 100 million, we can estimate the number of Steam user with VR headset in the figure of about 1 070 000.

 

 

More Steam users have a VR headset than RTX 2080 Ti or Linux. With the current rise should pass quite a bit of time before more Steam users will begin to use a VR headset than a 4K monitor.

 

The custom VR is still a relatively new technology (in terms of history of course). Oculus Rift and HTC Vive was released just four years ago. As soon as hardware is becoming cheaper and better, and there are more and more games that support VR, this percentage should increase sharply in the coming years.

 

VR headset in Steam

 

Using data from the March survey equipment and 100 million active Steam users, you can come to the conclusion that there should be a decent estimate of how many headsets from different manufacturers and models currently being used.

 

For newer headsets, this number should be somewhat close to how many were sold. The old headset is likely to lie idle on a shelf or unhealthy.

 

Slightly less than half set in the Steam description brand Facebook Oculus Rift. New headset for PC Rift’s is the most popular headset in the Steam, which is used by more than a quarter of users SteamVR. The original Rift, once the most popular on Steam, now used by 16% of users of SteamVR.

 

Brand HTC Vive is in second place, almost one third of users. The vast majority of them are original, Vive, released in 2016. Today about a quarter of the VR headsets on Steam are still the original Vive.

 

New consumer headset HTC Vive Cosmos, used only 1,25% of users of SteamVR. This is more than twice less than the Oculus Quest (2.9 percent), which is not even a native virtual headset for PC (only via Oculus Link).

 

 

The Valve Index is now more than 1 out of 10 set in SteamVR. This is an impressive result, considering the high price for the full kit. This can be seen as evidence against the positioning of a product in Facebook, which suggests that consumers are not interested in hardware at this price.

 

Microsoft MR Windows used the opposite approach, offering many inexpensive headsets from different manufacturers. However, despite continued aggressive price reduction to $ 150, consumers are simply not interested, so they make up slightly more than 8%.

 

Headset Pimax are now featured in the review, in particular, Plus 5K and 8K, which are considered the most popular of the many offerings. As expected, it’s a pretty niche products, and even both together are less than 1 in 300 users SteamVR.

 

In fact, more and more people set their Steam PlayStation VR using third-party drivers to work with PC VR — about 1 in 200 users SteamVR. This is achieved by such drivers as Trinus or iVRy . But if you just use it for games, you’ll also need a third-party tracking service, such as PSMoveService or Driver4VR. Keep in mind that the quality of the tracking often is not as good as on the PlayStation 4.

 

 

Tracking inside-out helped to reduce the cost of the set and to simplify the setup that is causing the growth of most VR headsets from may 2019 through Rift S. However, 6 out of 10 headsets in the Steam continues to be monitored by external equipment (due to the huge number used Oculus Rift and HTC Vive).

 

Tracking system SteamVR “Lighthouse” provides interaction of headsets and controllers. For example, owners of the original HTC Vive can purchase and use the controllers to Valve Index. This may explain why Vive is still used much more than, for example, the original Oculus Rift.

 

What to expect next?

 

Because of improvements in detection, or 1.16 percent cannot be compared with previous data Steam.

Over the next few months “leading” Valve title Half-Life: Alyx and his incredibly positive start in the gaming industry can become a major factor in this growth, assuming that Facebook and Valve can increase the number of typefaces sufficient to meet needs. However, according to Valve, we will not see the impact of Alyx for the use of virtual reality on the PC until the next report in may.

 

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