In November 2018, according to official Steam Platform statistics, VR users accounted for 0.78% of Steam's total players, up 6.84% from 0.73% last month.
Among them, Oculus River active players accounted for 0.36%, up 0.03%; HTC Vive active players accounted for 0.33%, up 0.02%. Other models, including Windows MR (0.06%), Vive Pro (0.02%) and Oculus Rift DK2 (0.01%) have not changed since last month.
We also found that an Unknowwn classification has appeared in the table since last month, and we guess it's for other models accessing Steam VR.
At the same time, Ouclus Rfit DK1 has appeared many times, sometimes not, and even in the last three months, the data show 0%, which means that the actual share is less than 0.005%. Oculus Rift DK1 is relatively old and has been marginalized.
In November, Oculus Rift still ranked first with a 45.88% share, down from 46.39% last month; HTC Vive accounted for 42.76%, up slightly from 42.7% last month; Windows MR accounted for 7.77%, up slightly from 7.7% last month; Vive Pro accounted for 2.5%, up slightly from 2.27% last month; Oculus Rift DK2 accounted for 1.27%. 02%, slightly higher than last month (0.89%).
This month, 99.93% of all the models mentioned above, which means that the total number of VR heads connected to Steam VR platform is 0.07%. The environment of other PC VR brands is still worrying. In addition, we also noticed that the word Huawei VR appeared many times in Steam's graph and statistics table, and the data still showed 0%, thus speculating that the share was less than 0.005%.
In fact, what is really regrettable is Widnows MR, which had a 4.3% share in December last year and now has a 7.77% share. Although it has maintained the growth trend, but the increase is not ideal, can be said to have fallen short of our previous expectations, of course, this is also closely related to the downturn in the VR environment this year.
In November 2018, the total number of Steam platform applications was 55441 (53702 in October), of which 3783 (3671 in October) supported VR, accounting for about 6.82%.
The total content of VR is 3133 (3043 in October), accounting for 82.82% of the total content of VR. There are 2530 exclusive VR games (2470 in October), of which 2478 (2410 in October) support HTC Vive, 1580 (1523 in October) support Oculus Rift and 508 (479 in October) support Windows MR.
The mystery of VR
Although the VR market is currently mainly supported by large enterprises such as Facebook and HTC, we can still find that many players have not left the game, but are waiting for the opportunity to survive the cold winter of this market.
Google Search "Virtual Reality" Keyword Search Volume
According to Google Trend's search statistics for the key word "Virtual Reality" in English, the search volume of the word was the highest in late 2016, and the search volume curve of the word became flat after May 2018.
So since VR is so magical, why hasn't it been popularized in the mainstream market yet? The main reason is that users have low stickiness, and many people think that there is not enough high-quality VR content. It is still waiting for a "killer app", whether it's social or live applications, or games like World of Warcraft, in short, it hasn't appeared yet.
In addition to applications, VR also faces many problems, the most fundamental of which is the high "threshold". The best performance PC VR is not only expensive, but also requires users to match with high-end game computers.
Gartner 2018 Technology Maturity Curve
Because of the product threshold, VR seems to have entered what Gartner calls a "disillusionment trough". Gartner's "Man-Machine Interface" technology maturity curve released in July this year brings many VR-related fields (such as MR, AR, Head Display, etc.) into the disillusionment trough.
Nevertheless, the development of VR market has not stagnated. It is still exploring the way to enter the mainstream market. Various signs indicate that VR seems to be approaching the turning point of the industry.
IDC predicts AR/VR market size in 2018-2022
In 2018, the development progress of VR Head Show was lower than expected. IDC had predicted that the sales of VR Head Show would reach 8.9 million units this year, only 600,000 units higher than that of 2017. Looking at these figures alone, it is difficult to infer when the market will come to a turning point.
The growth rate of VR Head Display Market has been slowed down by two main factors: first, mobile phone manufacturers no longer use mobile phones to send VR Head Display Box, and their sales volume in the second quarter of 2018 is 409,000 units, less than half of the 1 million units in the same period last year; second, PC VR manufacturers offer less discounts this year than last year, so sales are affected. 。
On the contrary, the sales of all-in-one machines are growing well, because Oculus Go's global promotion, including Oculus Go, Millet VR, Vive Focus and other all-in-one machines, has increased 417%. So it seems that the integrated computer is more popular in the market than the PC VR.
The obvious change of market focus from PC VR to one machine will lead to the change of the whole ecological environment. With the characteristics of convenient use and price-friendly, more and more developers will be attracted to expand their content.