![]() ![]() When I do play VR I mostly go to VRchat but I do play other games. My VR is only sidelined because of work while I type with a runny nose. Deisim, Tales of Glory, Zero Caliber (maybe), & ‘No King No Kingdom’? Slime Rancher in VR? Do those work for you? I’m still trying to compile a VR gaming list. They’re also there that you can play for 40+ hours. I agree with your posting that we need more games with 40+ hours. Granted, we do need AAA support, just that they prefer a mobile market or easy money. There’s some nice charm seeing indie developers make a game that AAA game developers won’t that they see a void, filling it. Ubisoft did try and pitch in just that they’re still screwing up at the job they were tasked with to make games. Yeah, it is indeed all indie developers right now because AAA game companies are too busy screwing up right now with all their scamming nonsense & such, or so we’re hearing. We expect that their big holiday discounts, appealing bundles, and increasingly strong content library will push the headset to the 4 million milestone sooner rather than later. We have almost no insight into usage of PlayStation VR, but we at least know that Sony has been happy with sales figures-as the only one of the big three to share such figures, the company revealed in August that they passed the 3 million unit mark. Steam isn’t the only player in the space of course, and while we don’t have direct insight into Oculus’ platform, the fact that the Rift is counted among the headsets in the Steam Hardware & Software survey-and that it’s holding a steady market share relative to other headsets on Steam-we suspect that VR users on Oculus’ platform are at or near a high point, and that the platform is seeing a similar growth trajectory. Data courtesy Valve | Mind the gap (seven months of erroneous data due to a Valve collection issue) Looking at the overall trend of VR users on Steam, growth actually appears to be on the upswing. That’s more than any prior month and 276% of VR users compared to 18 months prior. Using expanded and refined methodology which we detailed last month, Road to VR estimates that works out to just over 700,000 VR users on Steam over the course of November. In fact, in November there were more VR users on Steam than ever before.Īccording to the latest figures from the Steam Hardware & Software survey, 0.78% of all Steam users have VR headsets connected to their computers and are ready to play. ![]() Not only has the tech fostered a strong enthusiast community, but that group continues to grow. A Road to VR analysis of the latest data from Valve’s Steam Hardware & Software shows that VR users on Steam have not only been growing, but are at their highest point in history.įirst generation VR hardware may not yet have had its mass adoption moment, but pundits claiming the end is near for VR are overlooking strong evidence against their claims. ![]()
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