A Wall Street Journal report maintains Meta’s Quest platform had 6.37 million monthly active users as of October 2022.

The report doesn’t include a breakdown of which headset is seeing the most engagement, however it’s likely a majority of those users come from Quest 2. The original Quest, which was released in 2019, is currently on its way out. The company’s enthusiast-grade headset Quest Pro costs $1,000, a $500 drop from its original $1,500 launch price.

Meta hasn’t officially detailed just how many Quest headsets it’s sold since the company released the standalone in 2019, or its Quest 2 follow-up a year later for that matter, however a report by The Verge last month alleged the company has sold nearly 20 million Quest headsets. Although not confirmed, this figure likely includes all Quest headsets.

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It’s nowhere near what traditional game consoles have achieved, however for VR it’s fairly impressive. For scale, Sony has shipped over 32 million PlayStation 5 units and over 117 million PS4 units to date; the PlayStation platform as a whole garnered 112 million monthly active users in Q3 2022.

For the still-nascent industry, Meta is far and ahead the leader of the space. Of its 500+ titles on the Meta Quest Store, 40 have grossed over $10 million in revenue. According to the Wall Street Journal, the Quest platform has now seen more than 200 apps make over $1 million as of February 2023, an increase of 44% from the previous year.

This comes alongside the news that Meta’s best-performing app, the block-slashing rhythm game Beat Saber, has generated over a quarter billion dollars in sales since launch in 2018.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 3,500 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • david vincent

    So only one third of Quest buyers are using it, huh.

  • Jonathan Winters III

    Link to the referenced article?

  • wheeler

    What’s kind of incredible here is that this is merely 2x Steam’s 3m from the same time period. A far cry from the 10x or whatever you often see thrown around.

    In addition, about 1.5m of Steam’s 3m are quest units themselves. So a quarter of facebook’s headsets are being used for PCVR. And some of these are likely being used only for PCVR but still being counted toward meta’s totals.

    Very revealing about what kind of users are actually into VR past the honeymoon.