AlphaAtlas
[H]ard|Gawd
- Joined
- Mar 3, 2018
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On the surface, Steam's latest hardware survey doesn't look particularly flattering for the VR market, but UploadVR points out that 2018 was a good year for the Steam VR gaming industry. According to the Steam statistics they've been logging, PC VR usage almost doubled in 2018, and 0.8% of Steam users have VR headsets. UploadVR cites the HTC Vive's $100 price cut, a marketing push by Facebook, the mere existence of Windows MR headsets in the market, and a few high profile exclusives as drivers of the growth.
All three major PC VR platforms have contributed to this growth. The Oculus Rift grew by 85%, the HTC Vive grew by 65%, and Windows MR headsets started the year with too few headsets to even register, but is now at 0.07... If the TechCrunch report of a cheaper 'Rift S' with higher resolution & inside-out tracking and leaks of a 135 degree Valve headset with 'Knuckles' controllers are true, we expect PC VR to grow even faster in 2019. Improvements in quality and reductions in price could convince many PC gamers on the fence to pull the trigger, and the constant increase in quality and quantity of apps & games should make their purchase more than worth it.
All three major PC VR platforms have contributed to this growth. The Oculus Rift grew by 85%, the HTC Vive grew by 65%, and Windows MR headsets started the year with too few headsets to even register, but is now at 0.07... If the TechCrunch report of a cheaper 'Rift S' with higher resolution & inside-out tracking and leaks of a 135 degree Valve headset with 'Knuckles' controllers are true, we expect PC VR to grow even faster in 2019. Improvements in quality and reductions in price could convince many PC gamers on the fence to pull the trigger, and the constant increase in quality and quantity of apps & games should make their purchase more than worth it.