Couple of articles linked to from Reddit showing the growth of VR from just Valve/Steam, this doesn’t include any of the PSVR HMDs and only some of the Occulus users. Having been hearing that VR is due “in the next 10 years” since the 70’s to finally see it happening and knowing that it’s only going to get better and cheaper is amazing. :D:D:D
It makes me think back to seeing / experiencing the start of interactive home entertaintment on your TV as a kid and just how far it has evolved since then. A black screen with a white square dot being bounced around by a small, short white line the player can move up and down.Controller with a single rotary knob and 2 switches, one each side, that both operate the single switch inside the controller, used to release the ball at the start of the game…compared to what we can do now
Not to mention seeing the self same complaints/dismissals of VR now as there was when the first systems came on sale in the 70’s
It appears that the 2018 holiday shopping season was one of the best ever for PC VR headsets. The latest data released today from Valve shows VR making its single biggest leap yet, on a path toward 1 million monthly-connected headsets.
There’s now more Steam users with VR headsets connected to their PCs (0.91%) than there are Linux users running Steam (0.82%), which includes all of Valve’s ‘Steam Machine’ consoles running the company’s Linux-based SteamOS.
The latest figures show the single biggest leap yet in monthly-connected VR headsets on Steam (+0.11%), now with 0.91% of the population having headsets connected to their computers, up from 0.80% the month prior.
Analysis: Monthly Connected VR Headsets on Steam Have Grown Exponentially
Worth noting about the results: we’re talking about monthly connected headsets here, as the underlying Steam Survey data is a snapshot of activity for each month. In the case of VR headsets, that means that the figure we’re estimating is how many unique headsets are connected to Steam users’ PCs over the course of a given month; it’s the closest official data point we have to active headsets, but doesn’t tell us the extent to which those headsets are actually being used.
Furthermore, the Steam Survey comes from a sample of the user population, not a comprehensive count, though Valve maintains the data offers an accurate snapshot. And of course, these figures are only inclusive of Steam, and don’t offer a complete picture of activity on Oculus’ platform (as some or any picture at all of Sony’s PlayStation VR