Capcom has announced that the recently released Resident Evil 7: Biohazard has shipped 3 million units. This new figure, when combined with official in-game player stats, suggests that the game could have as many as 280,000 PSVR players, putting it among the highest known number of VR players for any single VR game available on tethered VR headsets.

Resident Evil 7: Biohazard is not a VR-only game. Available on PC, Xbox One, and PS4, the game was built primarily for traditional displays, but on PS4 only, the game has a VR mode which allows it to be played from start to finish on Sony’s PlayStation VR headset. That VR mode has received surprising praise for a game not built specifically for VR, and has seemingly propelled the game to be among the most successful titles (by number of VR players) available for any tethered VR headset (whether ‘made-for-VR’ or just ‘VR-capable’).

We reported just a little over two weeks ago, closer to the game’s launch, that official Resident Evil 7 stats from Capcom claimed over 81,000 PSVR players. Now less than a month after the game’s launch, those same stats read nearly 133,000 PSVR players.

resident-evil-7
‘Resident Evil 7: Biohazard’ takes the historically third-person series into a first-person perspective.

But there’s a catch. The official stats are only based on data from users who specifically opt-in to share them, which means they represent only a subset of the actual figures. Capcom however has now announced that the game has shipped 3 million units across all platforms, and that the company plans to continue to promote the game with in-store PlayStation VR demos across Japan.

That number gives us some additional insight into the full scope of the data. Specifically, it lets us adjust the total number of players from the game’s opt-in data (presently 1.4 million players) up to 3 million players (with the acknowledgement that ‘shipped to retail’ vs. ‘sold to customers’ will create some margin of error in there). And since we know that 9.35% of the 1.4 million opt-in players are PSVR players, we can reason that a similar percentage of the actual total players are also PSVR players, which would put a best guess of the game’s total PSVR userbase around 280,000 players.

Now, we need to acknowledge one important variable that we can’t control here, which is the potential difference in opt-in rates between different platforms. It could be that PSVR users are more likely to opt-in to data collection than other player groups. It also could be that they are less likely—we don’t have a good reason right now to bet one way or the other, so for now it’s an unknown. That opt-in rate could adjust the 280,000 PSVR player figure up or down.

What we can say with certainty is that—because of the discrepancy between opt-in players and total players—the known quantity of 133,000 PSVR players is likely significantly fewer than the actual figure (the only way for this to not be the case would be if the overwhelming majority of PSVR users opted-in for data collection while other groups did not).

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And that makes Resident Evil 7 a surprising VR success, especially for a game that’s only playable in VR on one headset, and not actually designed specifically for VR in the first place.

To put the numbers into perspective, the single highest-selling paid Vive title that we could find (that hasn’t been part of official hardware bundles), Space Pirate Trainer, has a reported 106,000 owners (according to SteamSpy data, not including Oculus Home owners). Another way to look at it is the revenue contribution from PSVR players which—if our best guess is 280,000—comes out to $16.8 million, assuming MSRP.

Even if we scrap the assumptions, 133,000+ VR players on a game available only on one headset speaks well of both the size of the PSVR install base, and the power of a AAA production tied to a well known IP to attract VR players hungry for content.

  • Doug

    Add one more because I just bought it for my PSVR.

  • Herb Derb

    I would imagine this will sell bucket loads once it hits steam and oculus home.
    I have it on PC but after playing up to the first boss have decided to wait for vr support for my oculus, horror is exceptional in vr but AAA horror non existent so worth the wait.

    • NooYawker

      The first AAA VR games will all sell bucket loads. we’re all waiting for them. How many people dropped hundreds of dollars already on tech demos and short games.

      • Gazmeister

        Play resi 7…it’s triple A alright!

  • MrGreen72

    It’s an amazing VR experience that proves that the whole “games have to be designed for VR from the ground up” is complete rubbish. Adding well executed VR modes to AAA games like this is an excellent way to kick-start the VR market.

    • EvilScrooge

      And yet, every other developer claims that games involving walking around should be banished from the VR world completely. Teleporting around ain’t immersive and all the “turret section” games they’ve made are no fun.
      Now I hope for Fallout 4 will deliver in that department.

      • Gazmeister

        Let those developers churn out a title that matches resident evil 7’s VR and then we’ll see.

    • Gazmeister

      I fully agree. This came out of the blue and completely blew me away. Best VR Experience ever and I have tried a lot (Vive). Many mention VORPX style implementation as a negative, but as a player and somebody who enjoys a fun game – I really don’t care what you call the implementation. This game is triple A in the VR department and deserves all the success for it! Now allow PC players to use their headsets and watch VR get a much needed boost.

    • Fear Monkey

      There are so many games that would be amazing in VR, it would give new life to older games. Even Retro games would be awesome, as some Retro inspired games have shown like Crystal Rift.

    • muchrockness

      RE7 -was- designed from the ground up, even the game engine. So it actually just reinforces that advice.

  • Nadim Alam

    Hats off the level and environment team of RE7! What a phenomenal job they did, really. You dont appreciate it in normal mode, but when inside VR every single detail they added stands out. They really went all out and level of detail is just mind blowing, i see myself constantly stop every 5-10 seconds just to stare at and explore the environment. From the peeled off wallpaper, the vomit worthy food, greasy windows, broken walls and structures, the messy tables and floors, its just so detailed. And that door mechanic is simply astonishing too. It must have really taken them a very long time to get that sort of detail in.

    Ive said this before in many places and ill say this again but RE7 has to be the best video game experience that ive had in years, and that is a huge accomplishment! Im not going to lie, owning rift and vive, i only purchased PSVR for one game and i can tell you without a shadow of a doubt that it was worth every single penny and id do it again! I just couldn’t wait for a year or two for it to become available on the other headsets (if it ever does), so im very happy with my decision and feel it was the right decision.

  • Stuart Grant

    It’ll be interesting to see what the DIrt Rally PSVR addition does for sales of that title. I know I’ve read of numerous people who have bought a PSVR just to play that (similarly to RE7). Picked the VR add-on to Dirt Rally myself and can’t stop playing it. So much better than drive club. And it’s another example of a FULL game translated to VR that works brilliantly. If only they do that with Fallout 4 now…

    • Fear Monkey

      I bought a used copy when I heard it was coming to PSVR and then bought the patch and will probably buy some additional DLC. If more companies would follow suit, id be buying their titles as well. Taking a older title and adding VR would definitely get 2nd looks and buys from people that wouldnt have otherwise bought it like myself.

  • DrakeDoesn’tWrite

    Vive owner here. This is great news for fans of VR regardless of the Headset. IT’S HERE TO STAY!

    • Multiplataformgamerz

      agree my fellow VR gamer

  • Del Ad Ben

    I just finished a full playthrough on PSVR… and… wow. This is the “killer app” everyone has been looking for. This is the definitive VR experience. A real AAA title with a great story and gameplay.

    I was a bit timid as I’ve tried other first person games in VR (Tomb Raider Blood Ties, Robinson: The Journey) and they typically made me a little nauseated, but I had none of that in RE7 using the 30 degree turning. Smooth turning is still nauseating, but I quickly got used to the pie turning. I played for hours at a time and loved every minute of it.

    As Nadim Alam posted in these comments the details are astounding. I could even see the nutrition labeling on a bag of food. it was amazing and everything I had hoped VR would be ever since I stepped into a Virtuality 1000 machine at a Commodore Amiga show in 1990. THIS is what I bought a PSVR for. We need to see many more games like this. It can be done.

    • Gazmeister

      I could have written this. I fully agree with you! VR’s killer app! I’m not a fanboy ranting about how great resident evil is, but this game is the best reason to own a VR headset (any!).

    • Fear Monkey

      I recommend trying here they Lie next, its not as scary as RE7, but the environments are amazing at times. Its more of a walking simulator than Re7 but its very good.

  • Fear Monkey

    Just finished Resident Evil 7 and played it mostly in VR but played some in regular mode as I wanted to see the difference. ill be doing a 2nd playthough in straight VR. It’s a great game on the TV, but the dread and anxiety you feel in VR is amazing. Looking into a dark hallway is a different feeling in VR……….. I also recommend Here they lie for PSVR, not as scary but the atmosphere is fantastic, and its getting a PS PRO patch this week!

  • Thomas Phifer

    Can anyone explain to me why Capcom has to play all these math and statistics games just to figure out how many actual players they have? They can’t see how many users log into their game servers or something? Why is it so difficult to get an accurate count of active users? It seems gathering those data would be simple these days.

    • benz145

      They aren’t playing any games, collecting the data is easy. The reason some extrapolation is required is because only a portion of users opt-in to data collection.