Raevenlord
News Editor
- Joined
- Aug 12, 2016
- Messages
- 3,755 (1.23/day)
- Location
- Portugal
System Name | The Ryzening |
---|---|
Processor | AMD Ryzen 9 5900X |
Motherboard | MSI X570 MAG TOMAHAWK |
Cooling | Lian Li Galahad 360mm AIO |
Memory | 32 GB G.Skill Trident Z F4-3733 (4x 8 GB) |
Video Card(s) | Gigabyte RTX 3070 Ti |
Storage | Boot: Transcend MTE220S 2TB, Kintson A2000 1TB, Seagate Firewolf Pro 14 TB |
Display(s) | Acer Nitro VG270UP (1440p 144 Hz IPS) |
Case | Lian Li O11DX Dynamic White |
Audio Device(s) | iFi Audio Zen DAC |
Power Supply | Seasonic Focus+ 750 W |
Mouse | Cooler Master Masterkeys Lite L |
Keyboard | Cooler Master Masterkeys Lite L |
Software | Windows 10 x64 |
Steam, being the most widely used games platform for the PC ecosystem, has proven weight on current hardware employed by gamers. While not wholly representative, let's just say it caters to enough of the PC gaming population that we can infer some broad strokes of the current state of the market. And for all the hailing for a newcoming of VR in 2018, it would seem that happened, with a doubling of the attachment rate for VR headsets on Steam's hardware surveys. If we're only speaking relatively, that is.
More interesting and important than the "doubling" in VR headset attachment rate to Steam's user's is the fact that this only increased said attachment rate to around 0.8% of Steam's user base. Of these 0.8%, 0.37% of Steam users who took part in the December survey carry an Oculus Rift, with HTC Vive close behind at 0.33%. The overall increase in usage for each of these headsets was 85% and 65% throughout 2018, respectively - still definitely a far cry from the kind of market penetration that was expected of this latest generation of VR. As for Windows Mixed Reality products? They make-up 0.07% of the Steam survey's results.
View at TechPowerUp Main Site
More interesting and important than the "doubling" in VR headset attachment rate to Steam's user's is the fact that this only increased said attachment rate to around 0.8% of Steam's user base. Of these 0.8%, 0.37% of Steam users who took part in the December survey carry an Oculus Rift, with HTC Vive close behind at 0.33%. The overall increase in usage for each of these headsets was 85% and 65% throughout 2018, respectively - still definitely a far cry from the kind of market penetration that was expected of this latest generation of VR. As for Windows Mixed Reality products? They make-up 0.07% of the Steam survey's results.
View at TechPowerUp Main Site