Total VR install base

Shifty Geezer

uber-Troll!
Moderator
Legend
AFAIK we still haven't got any solid numbers, but reviewing Steam's user survey, we get what's probably a good idea.

0.23% of users have an HTC Vive. The HTC Vive represents about 50% of the VR makeup of those Steam users with a headset.

There are 125 million accounts as of February. Therefore 0.23%, or 287,500, owners have a Vive, and twice that, 575,000 have VR.

PSVR sales topped 1 million in June.

So total target audience for new software is about 1.5 to 2 million.
 
With such a small user base it's going to be hard for the Steam Survey (random sampling) it'll be hard to get an accurate number for that. But it does give us a rough number to go with.

It's going to be interesting to see how the release of cheap-ish Windows 10 VR headsets will impact VR adoption. Will it get more people to try it? Is 299/349 still too much for just the headset alone for the vast majority of people? How many and how quickly will VR developer's enable support for Microsoft's Mixed Reality APIs (I'm going to guess most)? Will more non-gaming VR related apps speed adoption (Windows new 3D paint thing for example which comes with all Windows 10 installations that have been updated).

If that can't give VR a big enough boost, then the future looks grim, IMO. At least until there's a significant breakthrough of some kind.

Regards,
SB
 
The sale sprice really boosted oculus rift marketshare in steam. Rift bundle(headset+touch controllers) were 399$. The sale ended on labour day. Current non sale price is 499$.
 
Back
Top