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.Īs 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. Facebook, whose headsets account for more than 60% of all used on Steam, does not sell its headsets in China. 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. 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. 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. 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. 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. 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.Īs 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. 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. 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. 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.
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