When the HTC Vive launched in 2016, certainly one of its major advantages over the competition became supposed to be its integration with the Steam platform via Valve’s SteamVR established. Last month, nonetheless, Valve’s popular Steam user hardware survey came upon that Oculus Rift customers now outnumber HTC Vive customers on Steam for the first time.
The Rift now represents about forty seven percent of all VR headset customers on Steam, in response to the survey, sneaking just past the Vive at about forty five percent. Microsoft’s Home windows Blended Actuality initiative, launched late final 12 months, bills for just over 5 percent of the VR customers on the platform.
Oculus Rift utilization on Steam commenced popping up remaining summer season, precise across the time Oculus slashed the associated fee of its Rift-and-Contact-controller package to $399 in July (the HTC Vive would later drop from $799 to $599 in August). Pronounced Rift use on Steam climbed from 35.7 percent of VR customers in July to forty six.9 percentage in September after the associated fee drop. That bounce additionally followed a July update to Oculus Home that permit Rift users launch SteamVR apps immediately via Oculus’ platform highly than going using the SteamVR interface.
The Valve hardware survey is a self-chosen voluntary pattern of all Steam users and merely detects VR headsets that are actively plugged in to the computer when the survey instrument is run. Nonetheless, the rough parity between the two headsets is noteworthy given the Vive’s use of the SteamVR widely used, which Valve continues to replace.
Even as the Rift is pretty hassle-free to hooked up and use simply by Steam, the HTC Vive isn’t formally supported on the competing Oculus Dwelling platform. Vive customers who are looking to get entry to any number of Oculus House-individual video games and apps have to use a third-social gathering workaround to obtain access. Whilst Oculus at the start labored to dam these forms of workarounds, the service provider has in view that reversed route and disabled hardware checks on its software platform.
Standard, VR customers still characterize an relatively tiny minority of the whole PC players on Steam—slightly below zero.3 percentage when Rift and Vive customers are combined. That translates to almost 200,000 users with VR get right of entry to the various sixty seven million monthly energetic users Steam reported as of August. PlayStation VR, by means of distinction, managed to promote two million contraptions in only over a yr, despite the fact that it’s demanding to say what percentage of those devices are still in active use.