Very impressive growth. By comparison, 4K monitor users comprise of 2.14% out of active Steam accounts.
Probably higher considering that this month the population of concurrent users grew a fuckton as more people were online, so the MAU should also be higher.To extrapolate out in numbers, a 1% growth on steam is tantamount to about 1 million people.
Yeah, I know it pushed me to pull the trigger.
I think the jump was more of a result of the recent change that Steam made as far as calculating the number of VR sets connected...
Yeah but Half Life Alyx was supposed to be VR's big moment and it wasn't though
watYeah but Half Life Alyx was supposed to be VR's big moment and it wasn't though
Imagine if all the major headsets werent backorded the whole time.
Was it supposed to be VR's big moment? Or was it supposed to be the biggest moment for VR so far? Genuine question.
Yeah but Half Life Alyx was supposed to be VR's big moment and it wasn't though
ForbesWhat was that moment supposed to look like and where do I look for the official source on how big moments are supposed to look?
that change was march 1st. This is the report from april. This is the jump from march to april. The change you are talking about already resulted in a huge bump for the month of march. This is a second bump on top of that original bump that accounted for the change. The bump in march from their change in methodology accounted for a 28% bump.
Nice.
I'm thinking 10% by 2024. Might be too optimistic but I feel like the next gen headsets will really nail price/performance with foveated rendering and AMD doing very interesting things on the mobile gpu side. i'm also expecting ps5 vr to be spectacular
Then I guess it's big moment is still to come? Here is an idea. Maybe we need to accept VR adoption will be a slow but steady crawl with occasional spikes in growth and we should stop expecting it to be in everyone's home overnight just because a single big name title launched. I'm so tired of VR riding on single moments when the tech will be around and continue to get better for decades to come. The original expectations that it would be adopted by everyone immediately were wrong, it doesn't mean it won't keep gaining traction as improvements are made to cost, content and tech.Yeah but Half Life Alyx was supposed to be VR's big moment and it wasn't though
Then I guess it's big moment is still to come? Here is an idea. Maybe we need to accept VR adoption will be a slow but steady crawl with occasional spikes in growth and we should stop expecting it to be in everyone's home overnight just because a single big name title launched. I'm so tired of VR riding on single moments when the tech will be around and continue to get better for decades to come. The original expectations that it would be adopted by everyone immediately were wrong, it doesn't mean it won't keep gaining traction as improvements are made to cost, content and tech.
If you want to see explosive growth like the iPhone, you first need the iPhone of VR. The solution is in the hardware. Quest is not the iPhone, it's the iPod.Then I guess it's big moment is still to come? Here is an idea. Maybe we need to accept VR adoption will be a slow but steady crawl with occasional spikes in growth and we should stop expecting it to be in everyone's home overnight just because a single big name title launched. I'm so tired of VR riding on single moments when the tech will be around and continue to get better for decades to come. The original expectations that it would be adopted by everyone immediately were wrong, it doesn't mean it won't keep gaining traction as improvements are made to cost, content and tech.
Forbes Contributer, the guys opinion was just as legit as any forum fanboys opinion. There wasn't any evidence to base facts off until now, and he was wrong.
One of those very rare unforgettable moments in your gaming life.I welcome all the new VR users.
I'd love to hear what you think.
He's quoting a clickbait article headline from a forbes contributor in sarcasm.
Does anyone know how Valve measures Quest Link owners? Does it measure whether you've ever connected one or only if it's actively connected at the time of survey?
Since the Quest is inherently not supposed to be connected at all times, maybe Valve was under counting somehow.
so it's considered click bait-ey only if it goes against your opinion?...or does the article actually make some good points?
I'd still put it closer to 10 years before we see ALL of that in a non-enterprise headset. Maaaayyybe closer to 5+ if generations get shorter or a big breakthrough in some of that tech happens soon. I do think we'll see some of that in a consumer headset within 5 though.If you want to see explosive growth like the iPhone, you first need the iPhone of VR. The solution is in the hardware. Quest is not the iPhone, it's the iPod.
- We need a standalone device that is half the size of current headsets using new display technology that solves visual comfort issues.
- It needs to be as crisp as 1080p TVs with a decent boost in FoV over today's headsets.
- It needs to ditch floating hands and provide standardized full-body avatars with body, hand, eye, and face tracking.
- It needs powerful mixed reality reconstruction capabilities.
Once this happens, likely in 5 years, the market should grow very fast and start churning out console-equivalent numbers per product line.
The entire point of the article was, quite literally, "Half Life Alyx was supposed to sell tons of headsets, but the data shows not many heads have been sold, hence it didn't move the needle," ignoring that headsets are supply constrained and are sold out constantly. As in, they literally cannot sell any more than they are at the moment.
But then again, I don't know why I'm replying to you, since this very information has been relayed to you multiple times in these threads, since you post in this fashion every single time including in the thread on that very topic.
How are you still doing this.so it's considered click bait-ey only if it goes against your opinion?...or does the article actually make some good points?...same way that people are called 'haters' if they don't like a game as much as someone else?
as far as sales numbers...obviously if you put a limited supply in the market then it's easier to sell out...if Valve or the other VR manufacturers really believed that this was going to sell like the iPhone then of course they would flood the market with product
BTW, it's funny how you don't comment at all on your earlier attempt to downplay the topic's statistic in your last post when you incorrectly claimed this was solely because of the change in methodology.
The article completely left out the fact that headsets have been sold out or hard to get for months and basically says all they've heard people talking about for the past two weeks (at the time) was Animal Crossing and FF7 Remake so no. The only data it used was the concurrent player numbers and could otherwise be summed up as basically "I haven't heard as much about it compared to these two other huge mainstream games and I expected VR to go mainstream when HL:Alyx released and it didn't so I guess it never will". It really didn't have a good point.so it's considered click bait-ey only if it goes against your opinion?...or does the article actually make some good points?...same way that people are called 'haters' if they don't like a game as much as someone else?
Flooding the market with a high tech product is not a trivial task. It's not something that a company can just decide to do. Especially during COVID-19.as far as sales numbers...obviously if you put a limited supply in the market then it's easier to sell out...if Valve or the other VR manufacturers really believed that this was going to sell like the iPhone then of course they would flood the market with product
Didn't Boneworks demonstrate that this was a fantastic way to get people to barf?- It needs to ditch floating hands and provide standardized full-body avatars with body, hand, eye, and face tracking.
The article completely left out the fact that headsets have been sold out or hard to get for months and basically says all they've heard people talking about for the past two weeks (at the time) was Animal Crossing and FF7 Remake so no. It really didn't have a good point.
The article completely left out the fact that headsets have been sold out or hard to get for months and basically says all they've heard people talking about for the past two weeks (at the time) was Animal Crossing and FF7 Remake so no. It really didn't have a good point.
Having a body in VR doesn't make you sick, though it can feel off and ruin presence for some people. The issue with Boneworks was that they were tieing movement and physics to your body.Didn't Boneworks demonstrate that this was a fantastic way to get people to barf?
Flooding the market with a high tech product is not a trivial task. It's not something that a company can just decide to do. Especially during COVID-19.
Believe me, if they could produce more headsets than they currently are, they would. Because there is clearly a lot of demand for them right now.