Over the past five years, the XR scene has made huge strides with the rise of standalone headsets and the entrance of giants like Apple and, coming up soon, Google. In all this excitement, the PC VR platform has quietly yet steadily been expanding its horizon.
Reflecting on the whirlwind of developments since early 2020 feels almost surreal. Who would have guessed that “Facebook” would become a thing of the past? It’s even harder to wrap my head around the idea that the well-loved ‘Oculus’ would vanish, yet Meta would still turn the Quest headset into the superstar of VR platforms.
Imagine trying to convince me that Apple would dare to step into this space with a headset priced at a jaw-dropping $3,500! And let’s not forget Google, blazing in with an Android XR system, showcased on Samsung’s flagship headset. Microsoft calling it quits on Windows MR and abandoning HoloLens feels a bit more believable, though.
Amid these dramatic shifts, the original gangster of VR – PC VR – hasn’t just survived; it’s thriving and growing.
### A Look at Steam’s Monthly-Connected Headsets Over the Past Five Years
Valve has been busy each month gathering data from Steam users to get a pulse on hardware and software trends, including VR headset usage. The stats they provide are all about the number of headsets connected to Steam every month—what we like to call ‘monthly-connected headsets.’ The catch is, this only shows how many were connected, not necessarily how many were actively used.
These figures are insightful for identifying popular headsets on Steam. However, the focus on percentages relative to Steam’s total user base—constantly changing and unstated—can make it seem like VR’s presence on Steam is shrinking.
But hang on, that’s not the full picture. Steam’s user base has actually nearly doubled over this period. To clear up any confusion, Road to VR uses a carefully crafted model. This model incorporates historical survey data and insights from both Valve and Steam, aiming to give an estimate of the actual number—not just percentages—of headsets being used on Steam.
Taking this into account, it becomes evident that the absolute number of VR headsets has been gradually increasing on Steam. The story behind the numbers is that while Steam overall is expanding faster than its VR subset, the total number of VR users is nonetheless climbing. From the perspective of developers, even as the percentage of Steam’s users indulging in VR diminishes, the pool of potential VR consumers is widening.
This growth trajectory owes much to Valve’s decision to establish SteamVR as an open platform, inviting various headset makers to join in. Today, you’ll find at least 24 distinct headsets active on the platform, making SteamVR the largest and most varied PC VR ecosystem around.
Meta also plays a pivotal role in PC VR’s prosperous journey. The affordable and accessible Quest headsets have introduced countless newcomers to the VR world, with some venturing into PC VR territory. Impressively, Meta headsets now make up around 70% of the monthly-connected headsets on Steam.
Looking ahead, the question remains: What wonders and innovations will the next five years bring to PC VR? Let’s reconvene in 2030 to unravel the mystery!