In 2014, palmerluckey, 24, transferred his VR start-up oculus to Facebook for $2billion (Zuckerberg later admitted that the final acquisition cost was $3billion). Since then, we have also ushered in the third wave of VR.

However, the development of VR has not been as smooth as originally imagined: after experiencing a roller coaster like explosion and trough, pessimism such as “VR has no future” and “VR is dying alone” has been rampant in the past two years. Since 2014, VR has passed through several so-called “first years” unconsciously.

However, technology giants including apple, Facebook and Qualcomm are not discouraged. On the contrary, they are more optimistic about the future of VR and continue to carry out ecological layout. From the data of various aspects, the whole VR industry is indeed developing steadily in a better direction.

The steam hardware and software survey report in September 2020 released by valve recently shows that the latest proportion of VR users in the total steam users has reached 1.88% (+0.18%). Although the absolute share is still relatively small, it is approaching the historical peak of 1.93% set in July. It is not difficult to predict that with the official launch of a series of new products such as oculusquest2, Mova and hpreverbg2, VR’s performance in the C-end market is worth looking forward to.

In terms of several camps, the biggest winner is still oculus under Facebook; HTC continues to rank second, but its share is still declining; Valve further consolidated its position in the top three with its index.

Among them, nearly half (47.08%, +0.39%) are from oculus. The most popular one is oculus rifts, which will be discontinued in 2021. After strong growth, the latest share has reached 24.93% (+1.92%); Oculusrift’s share fell again. Currently, 11.66% (-0.79%) of users are using oculusrift; Quest’s share fell for the first time, and the latest share was 10.45% (-0.70%).

As we commented in the report on the facebookconnect2020 conference, quest2, which started at $299 (64GB version), has a great chance to become the best-selling consumer VR all-in-one machine so far, and even has the confidence to break with Sony PSVR in terms of sales performance. However, the success of quest2 is not only due to the low price and high-quality hardware itself, but also inseparable from the hardware + content coordinated development ecosystem that has been carefully planned, built and operated since the early generation of rift. According to the official data of Facebook, there are more than 35 games on quest that have earned more than $1 million, including 3 games that have earned more than $5million.

Overall, HTC still ranks second, but its share continues to decline. At present, 26.21% (-0.92%) of users are using HTC. The share of “4.5-year-old” Vive in the first generation fell to 20.41% (-1.05%); Vivepro rose slightly, with the latest share of 3.32% (+0.10%); Vivecosmos fell slightly, with a share of only 1.41% (-0.04%). The latest share of vivecosmoslelite is 1.07% (+0.08%).

Just as HTC’s revenue continued to hit a record low, from the data of steam hardware and software survey report, the market share of its vive series head mounted display also continued to decline: in the past seven months (March September 2020), the share has dropped from 31.2% to 26.21%, a decrease of 4.99%. If the upcoming Xiaolong XR2 version of “htcvivefocus” is still unable to reverse the decline, then HTC’s VR business, which has high hopes and almost “allin”, may not be able to support its revival.

In terms of valveindex, although it failed to rank among the top 10 of steam weekly sales list for several weeks in a row. However, in the past three weeks, the sales performance of valveindex has continued to rebound (fifth, third and second). For a full set of valveindex with a price of up to $1000, it has been quite successful. In terms of the latest data, the share of valveindex also hit a new record, reaching 16.41% (+0.87%).

The share of windowsmixedreality (windowsmr) camp fell again, with the latest share of 6.75% (-0.32%). Although the launch of HP’s new generation reverbg2 head display is imminent, on the whole, the attitude of Acer, Lenovo, Dell and Asus has not been very positive, which has also led to the slow development of the entire windowsmr ecosystem.

Devices such as Xiaopai 5kplus/8k and Sony PSVR continue to appear in the report, but they are very small, with a combined share of only 0.64%.

In addition, since the steam platform hardware and software survey report in July, more platforms or head display devices that “stream steamvr” via wired or wireless means have been included in the statistical category, including riftcatvridge (0.96%), Ivry (0.54%), alvr (0.16%).

Undoubtedly, taking advantage of the current of large-scale commercial 5g in the world and the changes in life and work modes brought about by the impact of the covid-19 pandemic, VR, which has become more mature in product technology and gradually improved in content ecology, is returning to the public’s vision step by step and ushering in a recovery period.
Editor in charge: CC

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