According to the just-released December figures from Steam’s Hardware & Software Survey, the Oculus Rift has for the primary time claimed the ‘Most Popular’ designation on the platform. Meanwhile, Windows VR is beginning to make a mark in marketshare of VR headsets in use on Steam.

Steam is the de facto content material platform for the HTC Vive, although it technically helps the Rift too; loads of Rifters use each the official Oculus Home platform and Steam to play content material which might not be accessible on the opposing platform.

Each month, Valve runs a survey amongst Steam customers to find out some baseline statistics about what sort of hardware and software program is utilized by the consumer inhabitants, and to see how issues are altering over time; that features which VR headsets are linked to customers’ computer systems. Participation within the survey is elective.

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The newest outcomes for the month of December present the Vive dropping 2.2%, bringing its share of VR headsets in use on Steam to 47.3%. Meanwhile, the Rift picked up a tiny 0.1% enhance, placing it at 46.1% share, and neck and neck with the Vive for management of the plurality of the platform.

Data courtesy Valve

Interestingly, whereas the Vive nonetheless holds the plurality, the newest survey lists the Oculus Rift as Steam’s ‘Most Popular’ VR headset—utilized by 0.17% of the Steam inhabitants in comparison with the Vive’s 0.16%. The edge is razor skinny, and could be inside a margin of error, nonetheless that is the primary time we’ve seen the Rift maintain the designation over the Vive because the headsets launched again in 2016.

Data courtesy Valve

Given the information supplied by the survey, it isn’t totally clear how the ‘Most Popular’ headset is calculated, so we will’t make certain precisely why the Rift claimed the designation regardless of holding a smaller headset marketshare on Steam. We’ve reached out to Valve for readability.

While nonetheless far behind the incumbents, the Windows VR headsets are beginning to make their mark. In November, Windows VR headsets gained the flexibility to play SteamVR content material. According to the survey, Windows VR headsets in use on Steam greater than doubled month over month, climbing from 2% in November to 4.4% in December. Especially as soon as the ‘Windows Mixed Reality for SteamVR’ module leaves early entry and turns into higher publicized, it’s anticipated that this section will see continued development.

The Rift DK2 improvement package additionally gave up 0.25% share in comparison with the month prior, making manner for higher share of different headsets. The DK2, which launched in 2014, nonetheless holds 2.3% of the whole share of VR headsets in use on Steam. Combined, the buyer Rift and the Rift DK2 maintain 48.4% of the Steam VR headset share.

Exactly what number of Rift customers use Steam among the many whole inhabitants of Rift customers is unknown, making it largely futile to extrapolate the information in an effort to find out headset market share throughout all platforms. Many analyst estimates put the Vive forward of the Rift in whole gross sales, although within the shopper area, Oculus’ aggressive worth chopping has allowed the headset to realize important floor over the course of the previous few months. Oculus additionally not too long ago launched an ‘Oculus for Business’ package deal, making an attempt to seize a number of the business market the place Vive seems to have a powerful maintain.

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Though it appears to have been a powerful vacation season for VR headset gross sales—with decreased costs and bundles aplenty—many of the present giving falls towards the tip of December; with some of us possible busy with household and associates by means of New Year’s, we received’t possible see the true influence of the vacation season on Steam’s figures till January’s information is revealed.

The newest figures might imply a number of issues past simply extra headsets within the palms of latest customers: a portion of the features and losses could have been made up not solely by new headsets getting into the market, however might have come from current homeowners utilizing their headsets kind of than in months prior (doubtlessly pushed by anticipated sport launches, or lack thereof).

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This article sources info from Road to VR