Congrats to Valve for publishing VR survey results that

October 3, 2022, 2:23 am
Congrats to Valve for publishing VR survey results that
Congrats to Valve for publishing VR survey results that actually look believable for September 2022

4. Accepting PCVR and PSVR2 are where fidelity will peak, Quest and Pico will be the Switch of VR 5. Embracing that games will start to cost more to buy as they grow in size, VR is extremely pricey to develop and test 6. Forcing hardware to match a singular open standard/OpenXR

What will make "VR survive" is people embracing all platform`s strength and pushing VR "from all corners." We`re far too small to be trying to discourage anything. PCVR, Quest, Pico, etc. Let`s good. Full steam pushing from all sides. It`ll be most healthy for VR as a whole

@Flat2VR Xbox Series S + Kinect V3 + a wireless HMD solves the cheap FBT issue

@Flat2VR In my ideal world, SEGA would still making hardware, and Microsoft wouldn`t have killed Kinect off Either one I`d rather buy a standalone VR HMD from than Facebook

I`d imagine it`ll be like the store on M1 macs. You can still download all apps, even iOS ones on Macs, but you need to tab over to see those. It`s mostly what Steam does, it`s all the "same store" though. I guess they could separate them a little bit more? But mostly semantics

@Flat2VR Either way, I get that my posts often come across as anti PCVR In truth, I don`t hope Quest "wins" anything I just want people to realize that what survives isn`t what`s historically better tech or ethos What survives is just what most people end up owning

Yeah, I`ve always said that was a great strength of the Quest since "all it can do is VR." But looking at the "overall percentage" of a store isn`t too helpful. When Apple releases their AR/VR, you`re gonna see like .001% of all apps on the Apple Appstore being VR sales.

Hmm, I haven`t exactly seen that to be the case. I`ve worked with a lot of devs very frustrated being stuck in "App Lab Hell" as they call it, and having to fight tooth and nail to get their game some attention

If you did go this route, you should look at stats of how many App Lab devs made more than X amount of money (and how many of them made it out of there). I think you`d see it`s equally quite dismal if you`re looking at it from that specific perspective

Yeah, for sure. But just didn`t want the convo to get off topic. What`s even more discouraging as a dev than not making a ton of money on your game is getting rejected by Meta or consoles and not even "letting" you try to make money on it. But curation def has its place & Steam

It`s not though. You`re using a stat about how easy it is for people to throw their indie game on Steam and make money. The stat you`d need to compare are how much the average indie dev of the same game makes on Steam vs. consoles if you were making a point about Steam being not

That`s mainly because a lot of the game`s that make up that stat are crap and would absolutely get rejected on any curated console store. At least there`s *some* place for their game though as sometimes they turn out to be diamonds in the rough. Steam is still by far (1/2)

@Flat2VR VR is one of the most expensive platforms to develop for, so it really does depend on making a fair chunk of money back quickly Steam is a wild west of very weak curation that means many devs of any kind of content can struggle, even if their games are rated extremely well

Of course it also probably gets 100x the indie games other paltforms do, since it`s completely open.

@Flat2VR That said, PC money is really mostly going to AAA titles and the rare mega indie hits: Also look at how even Sony is now capitalizing on it by porting a lot of Playstation games over. There`s money to be made on it and a small team can port it, getting a quite nice bonus ROI on your game. It`s a market that exists and isn`t really going away for specific reasons

Again, I think you should study just a bit more of who PC Gamers are and why they choose PCs over consoles. Also, look at how large PC gaming is compared to console gaming. I think it`ll help you see kinda what eventually will even out with VR too It really hasn`t been "struggling." Chip shortages hurt everyone in tech, consoles included. It`s why you still can`t buy a PS5. Valve made the Steamdeck because it`s filling a "demand". It`s still 100% PC games though. Speaking of, when Valve makes a standalone headset (1/2)

I think that`s a bit short-sighted and may be coming from a lack of understanding of the general "PC Gamer" user base. PC Gaming isn`t going away and nor is PCVR Gaming. It will ebb and flow, for sure, but just as I showed with that graph, it`ll keep growing pretty steadily

@Flat2VR This is decades ahead, but if PCVR wants more content like BoneLab: they need to buy more content, at full price, and at launch Dreamcast and Vita managed to far outlast their era thanks to an audience willing to support devs

@Flat2VR When VR (and AR in the same unit) goes mainstream for real, PCVR will mostly go cloud based, and owning a VR dedicated PC will be like still owning an arcade/MAME machine instead of just using whatever the XR equivalent of a iPad will be

Curious, do you see many people in that bubble that spreading that message is important. Any developer I know is quite aware of how much they should expect on each market, especially if your game is more of an "arcade game" (which doesn`t sell as well on the PCVR side).

@Flat2VR PCVR is littered with abandoned games and dead studios in VR already, and it`s tragic But we are about to enter Gen 2 VR with PSVR2 and Quest Pro / Pico Pro / Apple VR I`ve been trying to warn people for years how quickly this change will occur Even Quest 2 users will be niche

Sure, you don`t want debates. Sure, devs like Ultrawings 2`s say Quest rules & PC drools. No, it doesn`t mean there`s less of a VR crowd on PC. VTOL VR has way more ratings than UW2 on Quest, Bonelab & others sold amazing, there are reasons to discuss beyond PCVR is ded as I did.

I do think sometimes what you post does come across as Anti-PCVR or PCVR is dead. Ive seen you bring up PCVR a lot as if its some race with standalone & you enjoy showing how much stronger Quest is doing maybe? PCVR is growing at a nice steady rate. Same bs console fanboys attack flat PC gaming with for 30 years. Subjective & imaginary issues & lies. As PC gaming thrives & every studio, indies, AAA, 1st parties, MUST be on PC, so will PCVR when VR really goes mainstream (think Wii/Switch numbers) as just another way to play.

@Flat2VR (Pico the latter half of 2023, depending on a US release)

@Flat2VR 97.97% * oops thought it was 2.07% Anyway, it`s hard to sell a product and live off the sales when you are literally hitting a niche of 2.03% Sharing marketspace makes it difficult to get attention even with the right categories & sales PCVR 2023 is on Meta & Pico life support

@Flat2VR The future is looking heavily like "standalone and PSVR2" exclusives, that only months or years after launch go to PCVR PC will have its mods, ports, and indies But Steam isn`t a friendly marketplace to indies, let alone any paid VR content 97.93% of Steam isn`t using VR

@Flat2VR I don`t wish PCVR dead, it`s the most open platform and PCs are a must for developers But the VR market is changing fast and it helps for PCVR users to be ready for the shift rather than them thinking they are the majority of VR PSVR1 outsized PCVR, then Quest 2 was biggest

Very different stats. We had 120k downloads the first couple days on Half-Life 2 VR and 1,793 concurrent users.

Ehh some healthy skepticism about the per device breakdowns here ( thanks ) but the total % does look right.

I suppose that explains why developers include achievements that basically amount to just starting the game

@Gwanatu Awful feeling in my stomach was realizing this could also just mean tonnes of schools and universities just powered on whole classrooms of VIVE and Rift / Rift S gear to punish their students with

I highly doubt the accuracy, but if it was accurate, I would go with another interpretation, which is that PCVR-only users (Index, Rift, Vive) finally got a reason to return, with Bonelab.

Im sure Vive purists would push back on this.

Or the survey method is inconsistent and can`t really be used to directly compare month to month usage

I fucked with my steam files years ago and don`t get the survey prompt. I feel compelled to give a shout out to those Riftcat users, though I`m not sure exactly why. Good on ya.

Nearly 3% more Rift S`s and 8% fewer Quest 2`s is strange by any measure

 
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