201902 Data: HTC Vive’s home court has been suppressed by Oculus Rift for a long time

jtzyvr  2019-03-03 14:15  阅读 43 次
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The less respect you have, the more you lose.

(Yingwei & nbsp; March 02, 2019) Industry data can well reflect the development and trend of the market, which is why Yingwei launched the AR/VR industry data board (https://yivian.com/vrstats) from the beginning of 2017, providing an intuitive industry outlook for the broad attention of the AR/VR industry through data charts. But because a lot of data is plagiarized without mentioning that it comes from the Internet, we subtract from the original data (the less respect we have, the more we lose). If you want to get more data, please join our Internet membership service (http://t.cn/EILwVYA). If you want to get more complete customized data analysis (even raw data), please contact us to buy.

Following is our February 2019 data bulletin for our readers.

1. & nbsp; Steam Survey

Valve released data from the Steam Hardware and Software Survey in February 2019. Data show that HTC Vive, Oculus Rift & nbsp; DK2, Vive & nbsp; Pro share declined significantly in February, while Oculus & nbsp, Rift and WMR all increased. Oculus River also has the largest market share on Steam platform for 13 consecutive months, while Microsoft WMR has maintained a 10-month rally.

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According to February 2019 data, HTC Vive's market share on the team platform decreased by 1.26% to 39.36%, Oculus Rift DK2 decreased by 0.15% to 0.64%, and Vive Pro decreased by 0.78% to 1.82%. Oculus Rift and Microsoft WMR increased, Rift increased by 1.18% to 48.21%, WMR increased by 1.02% to 9.96%. In addition, Huawei VR2 has a 0.01% share. In one year, the gap between HTC Vive and Oculus Rift has expanded from 1.93% to 8.85%.

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In addition, according to the data, in February 2019, the proportion of active VR headers in HTC Vive declined by 0.02%, while the brand headers remained unchanged. The proportion of each brand is Oculus Rift 0.43%, HTC Vive 0.35%, WMR 0.08%, Vive Pro 0.02%, Rift DK 20.01%.

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Yingwei estimates that in January 2019, Steam's monthly active players reached 120 million, with a cumulative monthly live number of more than 1.77 million, an increase of 30,000 compared with January 2019. It is worth mentioning that this data is only estimated data, and there must be some error with the actual situation.

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Through Steam platform's long-standing data feedback, we can see that Oculus Rift has taken an overwhelming advantage in HTC Vive's home market, regardless of market share or active VR head.

2. Software application growth

Compared with January 2019, the largest increase in content was the Steam platform, with a net increase of 45 items. Others are Oculus Go 23, Oculus Rift 26, PS VR 13, Magic Leap & nbsp, Windows MR 1, HoloLens & nbsp, and 0. The cumulative amount of downloadable content released is Steam 3086, Oculus Go 1439, Oculus Rift 1306, PS VR 371, HoloLens 383, Magic Leap 15 and Window MR 198.

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3. Steam Platform Content Heat

Thanks to the open API interface of Steam platform, we built our own program statistical analysis to monitor the active users of each VR content every day. Steam, of course, will not tell us the actual daily/monthly users of each application, so we will eventually use an index to express the monthly comprehensive monitoring results. As can be seen from the chart below, BeatSaber is still the most popular VR game on Steam platform, far ahead of other games. But compared with January 2019, BeatSaber's heat began to decline.

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4. Venture Capital

Starting from the second half of 2018, we no longer disclose some of the AR/VR industry investment and financing data we obtained. Beginning in 2019, we removed most of the previously publicly available summaries of events in the AR/VR industry data section (https://yivian.com/vrstats). If you want this part of the data, please contact us to buy it. We have more complete and accurate global data, even more foreign data than CrunchBase.

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In February 2019, 15 venture capital events were announced by AR/VR listed on the Internet, including one in France, one in Thailand, four in the United States, one in Canada, one in Germany, three in Britain, three in Wales, one in China, one in Finland and one in Japan. The total amount of funds involved reached 480 million RMB. Of the 15 announcements, 7 were in the business service field, including 4 in the industry training.

The venture capital events that failed to be included in the Yingwei database this month included Dirac, a Swiss audio solution that financed $13.2 million (the company's main business is car and home audio), Frontgrid, a Welsh VR outdoor entertainment brand that financed 100,000 (which is actually a loan, non-venture capital), and Riverlight Technology (AR/VR is only non-venture capital), which received 100 million B rounds of financing (AR/VR is only non-venture capital). Often very small part) etc.

The article "Data of 1902: HTC Vive's Home Stadium Long-term Suppression by Oculus Rift" was first launched on Yingwei.

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