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Steam: less than 2% of users have a Virtual Reality headset

Steam: less than 2% of users have a Virtual Reality headset

They estimate that there are approximately 2.7 million VR gamers, a number that has grown thanks to the success of Half-Life Alyx, Valve's new play.

A recent report published by Valve in relation to Steam reflects that there are less than 2% of players on the platform with a virtual reality peripheral. The survey, conducted with data collected on the type of hardware and software used by members of that community, has been analyzed by Road to VR with a series of conclusions to highlight.

Although an increase in interest in VR is reflected since the launch of Half-Life Alyx on March 23 with success from both critics and the public, it serves as a rough photograph of the current implementation of this technology in the universe of PC gamers; It is not representative, however, of the totality of its situation in the market, since active players far from the SteamVR platform are not considered, only unique users on those servers.

Virtual reality
Growth of virtual reality on Steam by number of registered devices | Road to VR

The growth of virtual reality in homes has been slow for a few years. Although it is true that, according to the analyzed data, between July 2016 and July 2019 there was a noticeable growth (from 0.1% to slightly more than 1.0%) in monthly active users from SteamVR, the reality is that there is fluctuations in these percentages since the year began. It was not until March when the greatest rise to date has been experienced; precipitated, largely by the aforementioned Half-Life Alyx.

Right now, the figure is at 1.91%. Estimates of Steam players with a virtual reality device are around 2.7 million users. Regarding the most used peripheral after the release of the new episode of the saga, the Oculus Quest solution is the one that has reported the most new registrations with 6.03% of the total number of players on Steam; one of the only ones on the market that currently allows operating with all the main functions without requiring cables connected to the PC.

It is not the most used, but it is the one that is experiencing the greatest growth at this time. The most used, however, are still the Oculus Rift S HTC, with a market share of 21.95%.

About author

Chris Watson is a gaming expert and writer. He has loved video games since childhood and has been writing about them for over 15 years. Chris has worked for major gaming magazines where he reviewed new games and wrote strategy guides. He started his own gaming website to share insider tips and in-depth commentary about his favorite games. When he's not gaming or writing, Chris enjoys travel and hiking. His passion is helping other gamers master new games.

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