More Than Two Years After Launch, Valve Index is Now the Second Most Used Headset on Steam

While Quest 2 has certainly soaked up much of the attention as it quickly became the most used headset on Steam, Valve’s expensive Index headset has proven its longevity, now taking second place among the most used headsets on Steam.

For a headset which is now more than two years old and still priced at $1,000, it’s impressive to see Index take second place as the most used headset with 17.5% of VR users on Steam using it, according to the latest data from Valve. It got there by growing 1.51% among the share of headsets used in September, while the discontinued Oculus Rift S fell to third place with 17.21% (−0.88%) share.

Interestingly, Index previously reached its all-time high of 17.63% share back in October 2020, but that put it in third place at the time, behind Rift S at 24.64% and the original Vive at 19.17%. Index nearly took the second place spot in January 2020, but that very month Quest 2 made its debut in the data and took the second place spot for itself.

But Index has persisted, and has watched as both the original Vive and Rift S have fallen away, finally earning it the second place spot among the most used headsets on the platform. It’s not entirely surprising to see a headset outlast the Rift S (which has since been discontinued) nor the original Vive (which launched way back in 2016), but given that Index has never been discounted from its steep $1,000 price point—and that it’s more than two years old—makes it pretty impressive for it to have snatched the second place spot in 2021. Despite supply issues early on, the headset seems to have seen strong demand ever since launch, consistently ranking among the 10 highest grossing products on Steam.

Beyond Index’s new ranking, the latest data from Valve gives us an update on VR’s performance on the platform overall.

Monthly-connected VR Headsets on Steam

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.

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.

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.

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.

Overall the number of users using VR headsets on Steam grew from 1.74% to 1.8%. 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.

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. Indeed, Quest and Quest 2 have been commanding significant attention among more experienced VR developers recently.

Share of VR Headsets on Steam

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.

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%).

As 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. 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%).

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.

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VR on Steam Bounces Back to Nearly 2.8 Million Monthly-connected Headsets

Last month we pointed out a sharp drop in the number of users with VR headsets on Steam according to the latest data from Valve. There wasn’t a clear cut explanation as to why. This months data shows the numbers bouncing back closer to where they were before, but came short of a full recovery.

Last month we noted that the portion of users with VR headsets on Steam had dropped sharply from 2.31% to 1.86%, according to the data provided by Valve in the monthly Steam Survey. This was an anomaly compared to the occasional up-and-downs seen in the data previously.

June data

The latest data from the company shows the drop may not have been as severe as it appeared, with the portion of users with VR headsets on Steam bouncing back to 2.07%. Not quite as high as before, but much closer to the bumpy ‘noise’ that we’ve seen in the data previously.

July data

Monthly-Connected VR Headsets on Steam

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.

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.

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.

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.

As far as the actual number of headsets, our estimates had May’s 2.31% at just under 3 million monthly-connected headsets, June’s 1.86% at 2.47 million, and now July’s 2.07% at just under 2.8 million. So while the drop from May to June appeared to lose about 516,000 monthly-connected headsets, the growth from June to July appears to add back 320,000.

If we take July’s data to be more accurate than June, that ‘sharp drop’ looks closer to just 200,000 headsets rather than the 516,000 that appeared initially. That’s not insignificant, but it’s much closer to the normal up-and-down noise that we’ve seen in the data over the years, which has ultimately revealed a healthy upward trend over the long run.

We still don’t have a clear cut explanation for the drop in June’s numbers, and Valve has opted not to respond to our multiple requests for comment. One lingering possibility was a large surge in Chinese (+6.18%) and Korean (+2.16%) players—places arguably less likely to be using VR headsets on Steam—combined with an overall loss in English players (−4.32%), which are arguably more likely to be using a VR headset on Steam. Facebook, whose headsets account for more than 60% of all used on Steam, does not sell its headsets in China.

These fluctuations, combined with a downswing of the data’s usual noise (and perhaps some actual reduction in the value of headsets on Steam in June), are a plausible explanation for the sharp drop, but not conclusive.

Share of VR Headsets on Steam

As for the share of individual headsets on Steam, Quest 2 continues its consistent growth, now at 32.56% (+1.49%) of all VR headsets on Steam. Other Facebook headsets (Rift S, Rift, and original Quest) saw small gains and losses which ultimately just about cancelled each other out.

Having been released way back in 2016, the original HTC Vive is still going surprisingly strong, but has continued a slow and steady loss of share, now at 10.37% (−0.87%). Valve Index lost a bit, now at 16.23% (−0.45%), but remains the third-most used headset after Rift S at 17.79% (−0.69%). Rift S has seen a slow but steady downward trend and we wouldn’t be surprised to see Index overtake it as the second most used headset in the next month or two.

HTC’s Vive Pro 2 has only been available for two months now and has reached just 0.34% (+0.26%) of the share of VR headsets on Steam. Even this small, initial traction is enough to make it more popular than HTC’s Vive Cosmos Elite, which dropped to 0.08% (−0.06%).

Looking at vendors overall, Quest 2 continues to drive Facebook’s control of headsets on Steam. Last month was the first time the company’s headsets accounted for more than 60% of all headsets on the platform, and this month its up to 61.27% (+1.09%)

The post VR on Steam Bounces Back to Nearly 2.8 Million Monthly-connected Headsets appeared first on Road to VR.

The Number of VR Users on Steam Dropped Sharply Last Month, But Valve Isn’t Saying Why

Valve’s monthly Steam Hardware & Software Survey, which we’ve been carefully tracking for years now, has been a useful way to gauge how many VR headsets are being used on the platform each month. The latest data shows an odd, sharp drop in the number of VR users on Steam, but Valve isn’t saying why.

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.

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.

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.

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.

Monthly-Connected VR Headsets on Steam

We’ve been tracking the data on VR headsets published in the Steam Hardware & Software survey ever since first-gen VR headsets hit the market. The number of monthly-connected VR headsets on Steam has always seen ups and downs, but last month was different.

In the latest data we saw a surprisingly sharp drop in headsets used on Steam. In fact, it’s the single largest drop we’ve ever seen in the data set—from 2.31% to 1.86%—which is why it stood out as perciular.

While it’s easy to look at the data and see that there have been upswings that are nearly, or as large, as the drop, the major upswings have had fairly clear explanations: the big jump from March 2020 to April 2020 was largely due to the launch of Half-Life: Alyx, while the jump from December 2020 to January 2021 was likely due to the holiday season (with Quest 2 having just recently launched). As for this big drop in the last month, we haven’t been able to come up with any clear explanation.

Road to VR has reached out to three separate people at Valve, on multiple occasions, for comment on the data, but we’ve received no response. Until then, we can only really wait to see if next month’s data brings any answers.

We have seen the Steam Hardware & Software Survey report some funky VR numbers here and there over the years, but usually a correction comes within a week or so. Here we are, three weeks into the month, and nothing appears to be changing. So at this point we can’t say for certain which of the following is true:

  • The data is correct, but the explanation for the drop is unknown
  • The data is correct, due to some kind of statistical adjustment made by Valve
  • The data is in error

Share of VR Headsets on Steam

Looking at the breakdown of individual headsets in use on Steam, we don’t see any strange jostling that we might expect to come with the odd drop in overall headset use.

Despite somewhat notable losses from Rift S (–0.69%), original Rift (–0.54%), and Quest (–0.08%), Quest 2’s gains (+1.74%) managed to grow Facebook’s share of headsets on the platform overall, pushing it to more than 60% for the first time.

Even with the strong growth of Quest 2, other headsets found some room to grow too, like Valve Index now at 16.68% (+0.19%), Vive Cosmos at 1.75% (+0.56%), and even the original HTC Vive at 11.24% (+0.13%).

Windows Mixed Reality dropped slightly to 5.48% (–0.17%), though this marks a three month loss-streak, down from 6.50% share back in March.

HTC’s Vive Cosmos Elite took a larger hit down to just 0.14% (–0.68%), making for a five month loss-streak. Combined, all of HTC’s headsets on Steam now account for 15.22%, less than Valve’s Index headset.

This month’s data also reflected the debut of two new headsets, HTC’s Vive Pro 2 at 0.08% and Pico Neo 3 at 0.27%.

The post The Number of VR Users on Steam Dropped Sharply Last Month, But Valve Isn’t Saying Why appeared first on Road to VR.

Quest 2 Now the Most Used on Steam, Monthly-connected Headsets Hit Record High of 2.8 Million

Another month, another record high count for the VR usership on Steam. Quest 2, despite being a standalone headset, has helped to drive much of the growth thanks to its ability to connect to a PC to play PC VR games on Oculus PC or Steam. It has become the most used headset on Steam for the first time.

Monthly-connected VR Headsets on Steam

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.

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.

While Valve’s data is a useful way see which headsets are most popular on Steam, the trend of monthly-connected headsets has always been obfuscated because the data is given exclusively as percentages relative to Steam’s population—which itself is an unstated and constantly fluctuating figure.

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 to estimate the actual count—not the percent—of headsets being used on Steam.

The latest shows that the holiday surge has not relented, with February bringing Steam’s monthly-connected headset count to a new record high of 2.8 million. The record figure comes immediately after January had set the prior record at 2.6 million.

Quest 2 was the most significant driver of the increase seen in February, with Quest 2 becoming the single most used VR headset on Steam.

Share of VR Headsets on Steam

Looking at the breakdown of individual headsets in use on Steam, we can see that Quest 2 is continuing to take a large bite out of the pie. While the headset saw an inflated gain last month (because it was the first month the headset got its own category Valve’s data), this month shows the headset’s true pace, picking up a whopping +5.51% in share for a total of 22.91%. This makes Quest 2 the most used VR headset on Steam in February, besting the 21.58% share held by Rift S.

Though the gains in Quest 2 appear to have come largely from other Facebook headsets; even though Quest 2 picked up +5.51% share, the share of all Facebook headsets on Steam only rose by +1.58% (suggesting existing Oculus customers are trading up to a Quest 2). Still, this furthers Facebook’s position overall, with 57.98% of headsets in use on Steam made by Facebook.

Other winners this month was Valve’s own Index headset, which has reached 16.0% (+0.17%), and Windows Mixed Reality which, despite adding a few thousand headsets, actually dropped in share down to 6.15% (−0.23%) as a result of bigger proportional gains by others (like Quest 2).

The largest losses in the share of headsets on Steam in February came from Rift S (−1.78%), Quest (−1.58%), and HTC Vive (−1.01%), with the share of all HTC headsets on Steam dropping to 17.24% (−1.29%).

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Analysis: Monthly-connected VR Headsets on Steam Pass 2 Million Milestone

2020 was a big year for VR on Steam with the release of new headsets, Valve’s flagship VR title Half-Life: Alyx, and the Coronavirus pandemic which drove large increases in gaming. These factors combined pushed monthly-connected VR headsets on Steam to pass the 2 million milestone for the first time.

Monthly-connected VR Headsets on Steam

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.

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.

While Valve’s data is a useful way see which headsets are most popular on Steam, the trend of monthly-connected headsets has always been obfuscated because the data is given exclusively as percentages relative to Steam’s population—which itself is an unstated and constantly fluctuating figure.

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 to estimate the actual count—not the percent—of headsets being used on Steam.

Reviewing the data we can see that the number of monthly-connected headsets on Steam peaked above the 2 million milestone for the first time in April, no doubt thanks to the launch of Half-Life: Alyx, but also due to the onset of the Coronavirus pandemic which drove record numbers of gaming on Steam throughout the year.

While the threshold was first crossed in April from the Alyx spike, the last four months of 2020 were consistently above the 2 million mark, with the all-time high now set at 2.3 million in November.

To put the milestone into perspective: it took 40 months for Steam to reach 1 million monthly-connected headsets, but just 7 months after that to reach 2 million. Year-over-year, the number of headsets is up 94%.

The growth of monthly-connected VR headsets on Steam has stuck fairly close to an exponential curve thus far, with an R² value of 0.954. A naïve projection (simply drawing out the line), suggests the number of monthly-connected headsets could hit 4.5 million by the end of 2021.

Share of VR Headsets on Steam

As for the share of headsets on Steam, we can see competition heating up over the course of 2020. Whereas at the start of the year the share was largely dominated by three headsets—Oculus Rift S, Oculus Rift, HTC Vive—by the end of 2020 there’s five headsets vying for the bulk of VR users—the aforementioned three, plus Valve Index and Oculus Quest.

From a vendor standpoint, the growth of Oculus Quest alongside Rift S and Rift has allowed Facebook headsets to suck up just over half the overall share of headsets on Steam. HTC’s headsets still hold onto 20.8% of the market, but have continued to see a slow but steady decline.

Windows Mixed Reality, long past its peak share of 11% in mid-2019, now holds just just 5.5% of headsets on the platform. With the launch of HP Reverb G2 at the very end of 2020 however, we could see WMR’s share start to tick back upward.

– – — – –

Beyond these numbers, Valve also shared a handful of interesting statistics about VR usership on Steam in 2020:

  • 1.7 million first time VR users were added
  • 104 million VR sessions total
  • Average VR playtime: 32 minutes (+30% year-over-year)
  • VR game revenue increased by 71% (Half-Life: Alyx contributed 39% alone)

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Analysis: Steam Hangs on to VR Surge Four Months After ‘Half-Life: Alyx Launch’

Half-Life: Alyx led to a huge leap in VR usage on Steam when it launched back in March. Four months later, there’s nearly as many VR headsets on Steam as there were right after the game’s launch.

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.

While we had expected that Half-Life: Alyx would lead to a surge in VR usage on Steam, we also figured that only a portion of that surge would remain in the long run. Surprisingly, Steam appears to have retained nearly all of the growth in VR usage brought on by Alyx four months after the launch of the game, according to Valve’s monthly Steam Survey.

In fact, if you look purely at the percentage of Steam users with VR headsets, this month’s figure is slightly higher than the peak brought in by Alyx.

Monthly-connected VR Headsets on Steam

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 used.

The latest figures for the month of July show that 1.93% of Steam users had a VR headset connected to their PC over the course of the month, which is actually the highest the percentage of VR users on Steam has ever been.

To put this into perspective, Steam users with connected VR headsets are about twice as common as those using Linux, and a little more than half as common as those using MacOS.

While Valve’s data is a useful way see which headsets are most popular on Steam, the trend of monthly-connected headsets has always been obfuscated because the data is given exclusively as percentages relative to Steam’s population—which itself is an unstated and constantly fluctuating figure.

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 to estimate the actual count—not the percent—of headsets being used on Steam.

From the model we estimate there was 2.6 million monthly-connected VR headsets on Steam in July. Although the percentage of VR users in July (1.93%) was ever so slightly higher than the April Alyx peak (1.92%), from a raw number standpoint we estimate that April still held the edge with 2.7 million headsets that month. Still, four months later, nearly all of the Alyx spike has remained.

As we can see on the graph, June seemed to have a sudden drop but recovered quickly. It isn’t clear if this is just a blip in the data or if June really did see around 400,000 fewer headsets than July. Valve did make some tweaks to the Survey (which now breaks down more headsets and VR streaming drivers), though they didn’t specifically say that a dip would be expected.

Share of VR Headsets on Steam

As for the share of individual headsets on Steam, the biggest winner in July was Valve Index (+1.55%) which now represents 14.45% of all headsets on Steam. That’s surprising considering the significant global backorder that the headset has faced during the Coronavirus pandemic. This may be a sign that Index has begun shipping steadily again, but that Valve is still churning through its backlog of orders.

Oculus Quest also had a big month (+1.26%) for an overall 10.13% share of headsets. If it keeps growing at this rate it may well eclipse Valve’s Index.

On the losing side, first-gen headsets are giving way to newer headsets. The original Rift CV1 (−1.03%) at 13.63% now holds less than Index for the first time. The original Vive (−1.06%) is declining too but still holds an impressive 23.03% of the share of headsets on Steam.

Windows VR headsets (−0.99%) have continued their steady decline, now at 7.36% from their June 2019 peak of 11.13%. Later this year HP will launch Reverb G2, the first new Windows VR headset, since Samsung’s Odyssey+ in 2018. We’ll be interested to see if the headset alone can breath new life into the bloc.

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Looking at the headset vendors overall, the ‘big two’ still hold strong; Oculus headsets (+0.69%) now hold 45.55% and HTC headsets (−0.89%) 28.82% of all headsets on Steam. Valve (+1.55%) is still a somewhat distant third at 14.45%, but closing the gap as HTC’s overall share of headsets continues to decline from its 39.28% share this time last year. Windows VR headsets (−0.99%) are giving way too, now at just 7.36%.

As ever, it’s worth noting that the Steam Survey only gives us a glimpse of the overall VR market, as it only counts headsets connected to Steam. That means it doesn’t count some portion of Rift & Quest users which may not use Steam at all, nor other major headsets like PlayStation VR on PS4 and Quest standalone.

The post Analysis: Steam Hangs on to VR Surge Four Months After ‘Half-Life: Alyx Launch’ appeared first on Road to VR.

Analysis: ‘Half-Life: Alyx’ Adds Nearly 1 Million VR Users to Steam in Record Gain

The launch of Half-Life: Alyx saw nearly 1 million additional monthly-connected headsets over the prior month, a leap that nearly tripled the previous largest monthly gain.

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.

The latest Steam Survey data is the first time we’re seeing the impact of Half-Life: Alyx in the numbers; although the game launched in late March, Valve advised that most survey data is collected early in each month, so the impact of the game’s launch wasn’t truly revealed until now. And it’s a doozy.

The data 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 “active VR users” on Steam, though it can’t account for headsets that were connected in a given month, but not used.

The launch of Half-Life: Alyx brought the single largest leap ever in monthly-connected headsets on Steam.

Monthly-connected VR Headsets on Steam

The latest figures from April show that 1.91% of Steam users had a VR headset connected to their PC over the course of the month. This is far and away the record high so far, and the largest single-month leap, nearly three times the prior record held by December–January during the 2019 holiday season.

To put this into perspective, Steam users with connected VR headsets are now about twice as common as those using Linux, and about half as common as those using MacOS.

While Valve’s data is a useful way see which headsets are most popular on Steam, the trend of monthly-connected headsets has always been obfuscated because the data is given exclusively as percentages relative to Steam’s population—which itself is an unstated and constantly fluctuating figure.

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 to estimate the actual count—not the percent—of headsets being used on Steam.

From the model we estimate that April added nearly 950,000 monthly-connected VR headsets over the month prior, for a total of some 2.7 million headsets. That’s both the greatest total number and the largest single leap in the history of the data.

To be clear, the 950,000 headset gain is not necessarily new headsets. The breakdown between new headsets and those which were owned but not previously plugged in during the prior month is not known.

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Of course it was expected that Half-Life Alyx would lead to a jump in the numbers, and this is huge jump. The big question is: how many of these extra monthly-connected headsets will stay around after the leap? We expect the next data point will dip compared to April, but will be interested to see what portion of the jump sticks longer term.

Share of VR Headsets on Steam

As for the share of individual headsets on Steam, the biggest winner in April was Oculus Quest. Though it’s a standalone headset, with the right cable it can optionally tether to a capable PC to work just like a PC VR headset. Clearly Half-Life: Alyx was a major reason for many Quest owners to get their headset up and running on Steam, leading Quest to leap to 6.03% (+3.14%) of the share of headsets on Steam.

Curiously, Oculus’ latest PC headset, Rift S, fell to 21.95% (−5.08%) which is a sizeable change which suggests that a large share of Rift S users were already using SteamVR leaving less room for relative growth compared to older headsets like the original Rift at 16.60% (+1.04%) and WMR at 8.54% (+0.26%)—which would be more likely to be pulled out of the closet and dusted off for Half-Life: Alyx. Alternatively, the loss could also be related to Valve’s recent changes to the way the Survey collects data on VR headsets.

Speaking of Valve—the company’s Index headset hit 11.94% (+1.00%) in April, making Valve the third-largest vendor of headsets on Steam less than a year after the launch of the headset.

Howver, Oculus and HTC still dominate the share of headsets on Steam, with Valve and WMR further away in 3rd and 4th place.

As ever, it’s worth noting that the Steam Survey only gives us a glimpse of the overall VR market, as it only counts headsets connected to Steam. That means it doesn’t count some portion of Rift users which may not use Steam at all, nor other major headsets like PlayStation VR on PS4 and Quest standalone.

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Analysis: Monthly-connected VR Headsets on Steam Reach Record High of 1.7 Million

The latest Steam Survey data became available this week, showing a record number of headsets in use on the platform as well as a surprising shift in the popularity of specific headsets.

That’s based on March 2020 data released this week from Valve’s Steam Survey. Each month the company 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.

This latest data is the first time we’re seeing the numbers since Valve revamped the Survey to collect more accurate information about which headsets are being used on Steam. In addition to revealing new headsets in the data for the first time—like Quest, Pimax, and PSVR—it also understandably brought a significant shift in the numbers from the prior month.

While the Steam Survey had previously only detected headsets that were connected to a user’s PC at the time of data submission, the new method stores information about any headsets connected to the PC in the last month and reports those headsets accordingly.

As the data represents the number of headsets connected to Steam over a given month, we call the resulting figure ‘monthly-connected headsets’ for clarity.

Monthly-connected VR Headsets on Steam

The latest figures from March show that 1.29% of Steam users had connected VR headsets to their PCs over the course of the collection period. That’s an increase of 0.28% over the previous month, but there’s two caveats here: first, we can’t be sure how much of that is attributed to actual growth vs. the change in data collection methodology, and second, Valve advised that most of the Survey data is collected in the first few days of each month, meaning that we won’t see most of the impact from the release of Half-Life: Alyx (which came later in the month) until the next set of survey data.

The data shows a bit of chaos surrounding the change in collection methodology, but either way, it’s the next data point in a trend which has been stepping upward on average. To put the number into perspective, the latest Survey data also shows that 0.87% of Steam’s population is using Linux and 3.80% is using MacOS.

While Valve’s data is a useful way see which headsets are most popular on Steam, the trend of monthly-connected headsets has always been obfuscated because the data points are exclusively given as percentages relative to Steam’s population—which itself is an unstated and constantly fluctuating figure.

To demystify the data, Road to VR has created a model based on the historical data, along with official data points directly from Valve and Steam, which corrects for Steam’s changing population to estimate the actual count—not the percent—of headsets being used on Steam.

While the percent of Steam users using VR headsets didn’t reach its highest point in March, our model estimates that March saw the greatest count of monthly-connected headsets to date.

With more accurate information from Valve, our latest estimate of the number of monthly-connected headsets on Steam stands at 1.77 million. That’s a sizeable leap, and though we can’t be sure how much of the change is from real growth rather than the change in collection methodology, it’s a record high number for monthly-connected headsets on the platform. If the current trend continues, we expect to see some 3 million monthly-connected headsets on Steam around January 2021.

Share of VR Headsets on Steam

As for the share of individual headsets on Steam, things got understandably jostled around, including the introduction of headsets previously not shown in the Survey. Valve says the changes offer a more accurate picture of headsets in use on the platform, so here’s what we now know:

  • Valve’s Index has surpassed all WMR headsets in use on Steam (10.94% vs. 8.28%)
  • Oculus Quest has surpassed Vive Cosmos (2.89% vs. 1.25%)
  • Oculus Rift S is the single most popular headset in use on Steam, surpassing the original HTC Vive (27.05% vs. 26.67%)
  • Oculus Rift (CV1) was overrepresented in earlier data; collectively all consumer Oculus headsets now account for 45.50% on Steam (53.73% previously)

Lesser-used headsets are also now showing in the data. Coming in at less than 1% of the share of headsets on Steam is Pimax 5K Plus, Pimax 8K, and even Playstation VR (which is not officially compatible with Steam but enabled via some third-party workarounds). There’s also 2.91% of “other” headsets shown, presumably a range of lesser-known and likely even misidentified headsets.

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As ever, it’s worth noting that the Steam Survey only gives us a glimpse of the overall VR market, as it only counts headsets connected to Steam. That means it doesn’t count some portion of Rift users which may not use Steam at all, nor other major headsets like PlayStation VR on PS4 and Quest standalone.

The post Analysis: Monthly-connected VR Headsets on Steam Reach Record High of 1.7 Million appeared first on Road to VR.

Rift & Rift S Now Account for Half of Headsets Used on Steam

With the Rift S launching just two and a half months ago, on Steam the headset has already nearly surpassed all Windows VR headsets in use on the platform. With the original Rift and Rift S, Oculus headsets now make up half of the headsets used on Steam.

Each month Valve collects data 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; that includes which VR headsets are connected to users’ computers. Participation in the data collection is optional, and headsets aren’t counted if they aren’t powered on and recognized by the user’s PC at the moment the data is collected.

Chart courtesy Valve

The latest data from the survey shows the Oculus Rift S coming strong out of the gate in its second month with an 8.40% share of headsets connected in the last month—deftly leaping over the considerably more expensive Vive Pro’s 2.19% share (+0.53%)—and nearly trouncing all Windows VR headsets which hold 9.39% (–1.74%).

The Rift S appears to have taken a roughly equal bite of headset share on Steam from both the original Rift at 40.9% (–3.22%) and the HTC Vive (–3.68%).

Combined, the original Rift and Rift S made up 49.3% (+3.73%) of headsets on Steam in the last month—a record high for Oculus—while the Vive and Vive Pro combined now hold 39.27% (–3.15%).

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The Valve Index is also now seen in the data for the first time, holding a 1.46% share of connected headsets. Granted, Valve is still ramping up its manufacturing for the headset, and only managed to tackle the Index backorder in the US as of late last month. The Rift S also only snagged 1.45% in its first month after launch, so next month’s data should give us a clearer picture of how quickly Valve is able to get Index out the door as it ramps up manufacturing.

The post Rift & Rift S Now Account for Half of Headsets Used on Steam appeared first on Road to VR.