‘VRChat’ Virality Runs Its Course After 3M Installs, Healthy Concurrent Usership Remains

VRChat, the social app for VR and non-VR users popularly known for its recent boom in meme-driven notoriety, seems to have leveled off somewhat in terms of install numbers and concurrent user rates following its exponential upswing back in December and January.

According to Steam Spy, downloads of the app are hovering somewhere around 3-3.4 million owners (not to be confused with users), although this month alone saw 400,000 installs, an encouraging thought as the more popular memes inevitably wane is relevancy.

The daily user rate however has cooled to around to ~8,000 daily concurrents on the busiest say of the week—a far cry from the ~20,000 players at it height of popularity in mid-January—but a much more consistent usership overall. You can check out the publicly available breakdown on Steam DB.

VRChat Players Per Day, image courtesy Steam DB

Since the app is only available through Steam, the figures seen above tell more or less the whole picture in terms of players per day. Take a look again at what the graph when the number of Twitch viewers is added (seen in red), one of the major sources of free publicity outside of YouTube.

VRChat Players Per Day (blue) and Twitch users (red), image courtesy Steam DB

Here we can see the bulk of Twitch views actually happened preceding the highest moment in daily users, bringing in the masses before cooling off to current viewership rates. And while raw downloads, daily concurrent user numbers, and Twitch views gives us a good idea of how VRChat is performing, it doesn’t specify the breakdown of what devices players are using, as VRChat supports both traditional monitors and VR headsets such as HTC Vive and Oculus Rift.

While those numbers aren’t public, as a free app open to anyone with a computer with even a half-decent GPU, it’s pretty much a forgone conclusion at this point that VRChat’s numbers are heavily influenced by desktop users. At the same time though, there isn’t really anything out there like it. As an app that provides a space for both VR and non-VR users to hang out and import their own wild (and sometimes horrible) avatars and worlds, it’s basically providing a free-for-all space of self expression—the perfect conditions for meme-ing (whether you like it or not). It’s also a space for conversations about VR, and a place to show off motion controls and realistic body language, possibly enticing desktop users to take the VR plunge too.

In any case, a large and healthy usership is something many VR apps can’t boast at these early days in the first consumer product cycle. And when a game creates a culture, people generally stick around to see what’s next.

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‘VRChat’ Reaches 2 Million Installs, Doubling in the Last Ten Days

VRChat, the social chatroom for VR and non-VR users, is doing booming business. According to SteamSpy, the app has seen a mind-boggling 1 million fresh installs in only the last 10 days, putting it currently at 2 million installs in total.

Update (01/19/18): SteamSpy reports now that ‘VRChat’ has over 2 million installs. Concurrent users have cooled down somewhat, although we’ll have to see what the weekend brings. SteamSpy reports yesterday’s high at about 11,000 peak concurrents, a surprisingly low .05% of the overall install base.

Original article (01/15/18): According to Valve’s Steam reportVRChat garnered 20,000 peak concurrent users on January 14th, putting it in the top 30 games with highest concurrent user rates. The next day, a Monday morning, over 13,000 people were playing VRChat concurrently.

While neither SteamSpy nor Valve offer enough granularity to know whether the bulk of the players are indeed wearing VR headsets, or simply playing via PC monitor, one thing is certain: VRChat is a ‘VR first’ social space, and entering the app to see a room full of gesticulating avatars (enabled by VR motion controllers) is bound to tease PC players’ curiosity at what playing in VR headset is really like.

As for its meteoric rise in popularity, there’s little room for speculation as to the cause. While the app is free, and works equally on traditional monitors and PC VR headsets, VRChat owes much of its recent viral success thanks to coverage by YouTubers like PewDiePievideogamedunkey, and Jameskii, not to mention a host of Twitch streamers. The app’s ‘anything goes’ user-generated content system, which lets you import your own self-made avatar replete with animation macros, has also produced plenty of meme magic since its launch on Steam – no doubt drawing more curious would-be users to the social VR platform.

We’ll be going deeper into the app’s unique meme culture in a future article. For a taste of some of the freestyle chaos that’s attracting users to VRChat, take a look at one of the strangest and most popular living memes currently: ‘Ugandan Knuckles‘ (warning: NSFW language). The video, created by VRChat regular Stahlsby just before Christmas, has over 8.8 million views and rising.

Because of its quick rise in popularity and consequent influx of new users, the developers recently released an open letter to the VRChat community in effort to reign in some of the less appealing behavior of its users.

In the open letter, the creators say they regularly combat ‘bad’ behavior with a trained moderation team “that monitors VRChat constantly.” While the developers plan on releasing more troll-nullifying systems, they suggest using the app’s mute/block functions or setting up private instances of rooms to inoculate yourself from trolls. According to VRChat, ‘bad’ behavior entails the standard no-nos like hateful speech, overtly sexual content, illegal activities, etc, but also includes seemingly innocuous things like talking publicly talking about politics or religion, or organizing a protest. Here’s the full list.

While the team are likely devising some sort of auto-moderation tool to scale to the massive number of users, for now they suggest reporting users on their Moderation Report Form. We’ll be watching VRChat as it continues to pioneer in the social VR space, but just hope some of the physical world’s hard-won civil liberties aren’t erased simply because they’re inherently messy to deal with.

Update (1/18/18): The word ‘user’ was mistakenly used in place of ‘owners/installs’ in the first paragraph, making it sound as if the app had garnered millions of regular users. While the app has seen more than 1 million installs, actual usership is of course only a fraction of that, as the concurrent user numbers show.

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3 Things We Can Expect from The VR Industry This Year

2016 has come and gone, and with it, we got an exciting glimpse at the long-awaited birth of the virtual reality (VR) and augmented reality (AR) industries. No longer is VR a science-fiction fantasy—anyone who has put on an Oculus Rift and lost themselves in its realism for an afternoon could tell you that. Nor is augmented reality a developer’s daydream—Pokemon Go, which enables people to catch digital Pokemon in real-life physical locations, was one of the biggest hits of the year. The possibilities of VR at this point are, quite simply, boundless.

Oculus Rift - Touch

The monumental technologies that have shaped our world in the last three decades—mobile phones, personal computers, etc.—arrived quietly, but before we knew it, they controlled everything (the first iPhone came out less than a decade ago). 2016 may be remembered as the first year VR became an accessible commodity to those seeking it, as well as a press darling, but 2017 looks to be the year that VR hits the mainstream. As Jesse Joudrey, CEO at VR Chat, states: “In 2016 VR has barely begun to affect the world. It’s like the first iPhone. There are a small number of people that are extremely excited about it, but it’s true power (for the iPhone it was the app store) still hasn’t been created.”

To hear evangelists tell it, VR may be the most important invention since the printing press. Some believe that VR will usher us from the ‘Information Age’, where we’ve had unprecedented access to vast amounts of data, to the ‘Experiential Age’, where we can experience and interact with the information itself. “VR has the potential to more fully express and explore the full complexity of the human experience, [take us] from the Information Age to the Experiential Age, and catalyse a new renaissance that unlocks the latent potentials of our creativity and imagination,” Kent Bye, Host of Voices of VR podcast, has said. Which makes 2017 a very exciting year for the VR industry. Here are three things we can expect to see in the next twelve months:

Halo_Header2

1.A Killer App to Emerge

Bye has compared VR to the Gutenberg Press, “because it’s a new medium that captures human experiences in a new way, but we still don’t have the equivalent of the 1454 Gutenberg Bible, which was an inflection point of adoption… we’re still waiting for the app that is going to drive VR engagement beyond gamers and enthusiasts.”

Although the VR technology is available, right now, to the average non-technical person, it still seems either too pricey, inaccessible, or unnecessary. The way that Halo moved millions of Xbox consoles, or Facebook was the social network to rule all social networks, so too does VR need an experience that can persuade with the force of its own necessity. Watch for this—a game, a movie, a less pricey headset—to emerge soon, as whoever comes up with it will make a lot of money.

Youtube_HEader

  1. A Transition from Early Adopters to the Mainstream

VR, until now, has been largely limited to events or conventions. It isn’t a fixture of living rooms across America. Yet. As the industry grows—Facebook and YouTube now support 360 degree videos, and Microsoft and Sony are busy integrating VR into their consoles—we will see more casual and diversified users buying VR, from kids putting it on their Christmas list to soldiers using VR to deal with PTSD. As time goes on, the industry will grow, and the bigger the market, the more incentive for innovation.

Quill - Wesley Allsbrook

  1. VR Art Will Emerge

VR is an entirely new medium, far more immersive than anything humanity has ever conceived. It’s so exciting and so new that whatever emerges from its potential will probably be zanier than any prediction we could ever make.

In 2016, short immersive horror films, such as Oculus Rift: Blackmass, skimmed the surface of the technology (allowing one to look around a moving film), but 2017 and beyond looks to be the years in which developers brilliantly innovate the platform to deliver new and unprecedented experiences. VR will be found in the museum space, in journalism, and in education, just to name a few. The iPhone fundamentally changed society within a decade, and VR looks to be a more disruptive technology than the smartphone. 2017 should be an incredible year for VR.

 

Hands-On With VRChat, A Social VR Experience Launching On Steam Today

Hands-On With VRChat, A Social VR Experience Launching On Steam Today

Everyone begins in The Hub. The sky is purple and full of stars and the ground is rough and hewn from stone. There’s an extra-dimensional vibe going on here as you begin to look around. You spot your friends in one corner and walk over to them. Your group begins to backflip and breakdance by way of greeting, and then Dan opens a portal and you all head out to play some outer space laser tag.

Welcome to VRChat.

VRChat is a new social VR experience that is beginning its early access phase on Steam today, though developers who purchased early Rift developer kit headsets would remember it as one of the first social VR experiences. UploadVR recently had the chance to try the latest version out for ourselves. We found a platform that is full of potential and good ideas. It’s just a matter of seeing how well those ideas are realized.

The basic idea of VRChat is that it is a universe in flux. You, as a user, have the ability to create and import your own avatars, items and even entire worlds for you and your friends to utilize. Want to play cops and robbers in the old west? Go for it. Want to play digital laser tag? Enjoy. Or do you just want to hang out and bowl? VRChat has you covered.

During my experience I saw anime avatars, cartoony people that came up to my knees and even Mr. Duke Nukem himself. I was being squired about by VRChat’s chief creative officer Ron Millar. Millar took me into all of the different experiences listed above. And while none of them felt nearly as polished or as feature-rich as the handful of experiences currently available in other social VR titles like Rec Room, what was impressive about them was the sort of raw creativity they represent.

The bowling, cowboy and laser tag experiences were all put together by Millar and his team for my demo, but other worlds like them could be built by any VRChat user. The possibilities of a user-generated VR universe is enough to get my mouth watering and, according to Millar, the possibilities do seem just about endless for what can be done with just VRChat and development platform Unity. There’s a sort of “creative hacker” feel to that sort of customization and now that the app is entering early access later today, I can’t wait to see what sort of avatars, worlds and experiences the community will unleash.

You move between worlds and experiences in VRChat via portals. You have a menu that lets you change your skin, pick a new world or share one of several emotes. This menu can be pulled up any time and new actions can also be built outside of VRChat and imported to wow your friends.

Outside of its “anything is possible/Ready Player One” promise, there is not too much that separates VRChat from its contemporaries like Altspace, High Fidelity, etc. The main thrill of the app still lies in seeing others, chatting with them and entering activities with friends from far away. The steady increase in these types of experiences may lead to some die-off among less compelling experiences. We’ve already seen one company shuttered in the VR productivity app space this year, and another early VR social platform, Convrge, closed down early last year as its creators moved to other projects. Time will tell if the customization options in VRChat will help it attract enough users to sustain a workable experience and business model as the years go by.

On the heels of its early access launch later today, VRChat also announced a partnership with Morph 3D to create more expressive avatars. Morph previously brought its avatar system to High Fidelity According to a representative from the company, the system is meant to let any user “create avatars featuring dynamic lip sync, eyes that track, hand gestures, full-body IK and speech that uses spatial audio.”

VRChat is available now for the HTC Vive and Oculus Rift with support for more platforms coming in 2017, according to the company. You can download it now with a Windows PC. The early-access program will begin today on Steam.

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