Fewer than 2% of Steam customers personal VR headsets, regardless of surge that adopted Half-Life: Alyx

Just 1.9 p.c of Steam customers personal VR headsets.

This statistic was revealed by Valve following a recent hardware survey (through Road to VR) – the primary survey of this type for the reason that March launch of its flagship VR title Half-Life: Alyx.

This statistic represents the variety of headsets related to Steam over a specific month – which suggests, whereas it’s the closest we’ve to knowledge on energetic VR customers, it doesn’t account for headsets which had been related however not actively used.

Even so, the numbers are fascinating. April 2020 noticed a surge in VR customers, almost thrice the prior document reached within the winter of 2019. Based by itself estimates, Road to VR experiences that 950,000 extra VR headsets related throughout this era, totalling an estimated 2.7 million headsets.

As we reported in January, the Index VR headset was already bought out in-stores and on-line. While Index isn’t the one VR headset you should utilize to play Half-Life: Alyx – Valve designed the game to work with a variety of headsets – the elevated demand was almost certainly pushed squarely by the game.

Half-Life: Alyx was a vital hit when it lauched two months in the past, receiving a 5 out of 5 overview from VG247.”One of the explanations Valve by no means counted to 3 and gave us a correct sequel is the expectation that comes with it,” Kirk wrote of the franchise. “The series’ core ideas have been refined and polished, and believable physics are no longer such a novelty in video games. Where is left for Half-Life to innovate? It turns out Valve just needed new tech. It just needed VR.”


 

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