The XR landscape has changed significantly over the last five years with the flourishing of standalone headsets and new entrants like Apple and (soon) Google. Despite all of that, the PC VR platform has continued a slow but steady growth.

So much has happened in VR in last five years that if you had told me back in early 2020, I’m not sure I would have believed you.

After all, you’d have to say that Facebook is no longer called Facebook. And that the company went on to dissolve the ‘Oculus’ brand, which had long been the most recognizable name in the industry for enthusiasts and even outsiders. And you’d have to tell me that despite that, Facebook Meta still managed to turn its standalone Quest headset into the leading VR platform.

Not only that, you’d have to convince me that Apple would dive head-first into the market with its own headset… and it would cost $3,500! Oh and that Google would follow quickly behind with a complete Android XR operating system underpinning a flagship headset made by Samsung.

Not to mention Microsoft discontinuing its Windows MR platform and giving up on HoloLens (ok actually, that one I might have believed).

Despite all of this, the OG VR platform—PC VR—is still kicking, and has in fact continued to grow.

Monthly-connected Headsets on Steam Over the Last Five Years

Each month Valve collects info from Steam users to determine some baseline statistics about what kind of hardware and software is used by the platform’s population, and to see how things are changing over time, including the use of VR headsets.

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The data shared in the survey represents the number of headsets connected to Steam over a given month, so we call the resulting figure ‘monthly-connected headsets’ for clarity; it’s the closest official figure there is to ‘monthly active VR users’ on Steam, with the caveat that it only tells us how many VR headsets were connected, not how many were actually used.

While Valve’s data is a useful way see which headsets are most popular on Steam, the trend of monthly-connected headsets is obfuscated because the data is given exclusively as percentages relative to Steam’s population—which itself is an unstated and constantly fluctuating figure.

If you looked only at the percent of VR users on Steam, you’d think the category must be shrinking.

But this isn’t the whole story. You need to take into account that the Steam population itself has grow a lot over the last five years. In fact, the Steam population has nearly doubled in that time.

To demystify the data Road to VR maintains a model—based on the historical survey data along with official data points directly from Valve and Steam—which aims to account for Steam’s changing population and estimate the actual count (not just the percent)—of headsets being used on Steam.

In this way we can see that the raw number of VR headsets in use on Steam has actually been slowly but steadily growing over time.

So the reality is that while Steam itself is growing faster proportionally than SteamVR users, the total number of VR users has been steadily climbing. Put another way: even though the percent of the Steam population using VR headsets is decreasing, from a developer standpoint, the number of potential VR customers has been growing.

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This surely wouldn’t be the case if Valve hadn’t set up SteamVR from the outset as an open platform which any headset maker can opt into. There’s at least 24 different headsets in use on the platform each month, making SteamVR by far the largest and most diverse PC VR ecosystem.

PC VR no doubt also has Meta to thank for its continued growth after all these years and changes to the landscape. The wide availability and low cost of Quest headsets has brought many new people into the VR fold, and some of them wind up using the headset for PC VR too. Meta headsets account for a whopping 70% of monthly-connected headsets on Steam today.

What will the next five years hold for PC VR? We’ll see you in 2030 to find out!

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • Arno van Wingerde

    good to see that the number PCVR users are growing – thanks for the analysis. However, although "up" is better than "down" for a newly evolving trend, you would expect numbers to grow exponentially, rather than the 10% or so per year we can find here. Meanwhile, I have a hard time finding the time to play any kind of games at all, often newly bought games are not even openend yet. I find myself reading more about VR than actually playing it… The sheer number of new headsets and games is amazing, but who has time to play all of that?

    • XRC

      Very interesting comment because a limiting factor for many PCVR users may be a lack of time, rather than the will to play! Especially when working full time and with family commitments.

      Lack of playtime typically means less expenditure on new software because users often play favourites extensively

      Slowly working through a backlog of unplayed games here though I've been exclusively playing Into the Radius for the last few weeks

      • g-man

        yeah, that and playing being largely all you can do. I’d use my headset more if it was useful for productivity and more comfortable. AVP looks great but not CAD$5k great.

      • STL

        Right. I play in the evenings between 11 pm and 1 am only. If one has the cash for PC VR, one doesn’t have the time – and vice versa.

        • XRC

          have Monday's free typically 5-6 hours doing a roomscale game (or several)

          and early morning before work, once or twice a week, 1-2 hours for some seated simming

          220 games in my steam account….

        • victor

          So true! I only have time to play with my VR headset on weekends and for the remaining days of the week I'm constantly thinking about trying to find time to play more. Urgghhh

          • STL

            So I find it really important having games which are satisfying. For me, this is Skyrim VR with alle the wonderful landscape mods. Everyone must find the game that suits them!

    • Mike

      Aside from a lack of time, I'm waiting for an actually-comfortable headset that has OLED and no other dealbreakers like poor binocular overlap. I'm mostly over the novelty of VR, so I need comfort and quality, to be motivated to find the time for VR. MeganeX looks promising, but extremely expensive right now, which I can't justify right now.

      • Cl

        Deckard hopefully will be what we want

        • mirak

          We want lightfield VR.

      • victor

        check out the newly released Meganex 8K

        • Mike

          Yeah that’s the one I meant. Looks promising.

          • victor

            but $$$$$$

          • Mike

            Yeah. Interesting timing… the Bigscreen Beyond 2 was just announced today.

        • Stephen Bard

          According to MRTV, the Meganex has a ridiculously narrow claustrophobic FOV of 94º, but otherwise he lives the headset!

    • mirak

      VR satisfies my need to escape virtualy way better and faster than flat screen games, which in the end makes me play video games less, and I thanks VR for that.

      Might not be good for the video game business, but that's much better for health.

  • g-man

    Good analysis, thanks. As you didn’t state it explicitly I’ll point out that many, if not most, Quest headets are never connected to a PC so the total number of headset users is likely quite a bit higher than the Steam estimate alone.

    The flip is meta is a terrible company headed by a terrible person so I’m still hoping to see some (reasonably priced) competition in the standalone space.

  • eadVrim

    PCVR is the premium VR, fortunately Microsoft Flight Simulator 2024 is compatible, and with PSVR2 is much beautiful.

  • Dragon Marble

    This article also debunks another myth: standalone VR is bad for PCVR. It's likely that the proliferation of the Quest headsets is the driver behind the PCVR growth.

    • Peter vasseur

      Not with me I’m a psvr2 user, that but a pc now I use it on both.

      • STL

        Peter, what about the controllers? Is there any good solution for the PC? Are you using the Sony connector for the PSVR2 or the iVRy connector? Is the Playstation Camera also connected to the PC? Or how does the orientation work? Sorry for all these questions! Using my PSVR2 on a PC would have been a dream, but I got frustrated after waiting too long and switched to Quest 3. Thank you!

        • Peter vasseur

          I have the official adapter. Runs fine, I don’t have any issues. The psvr2 doesn’t need a camera. So it’s just the controllers and the hmd. Worked pretty much out the box for me.

          • STL

            Thank you for answering! But I would need a DisplayPort 1.4 adapter in addition. (Besides getting back a used PSVR2 since I sold mine a year ago!)

  • JakeDunnegan

    There's someone on these message forums (that I blocked long ago) that will tell you to take your lyin eyes right outta here! (Actually, he's not that eloquent.)

    I'm not surprised – it's a great platform to develop on. And Meta has made it a lot easier to use the Steam games which has helped both VR and the Quest line.

  • Stephen Bard

    With all this talk about Steam, people forget that there is still a very large library of Oculus/Meta PCVR games/apps and new things are continually added. Some of these offerings are exclusive and some are also available on Steam. You don't see premium new games like Lone Echo, but you do see new things of similar quality to the usual new VR offerings on Steam (most of which are underwhelming). I have never been able to understand why Meta decided to de-emphasize their PCVR offerings a couple of years ago while simultaneously improving their Link wireless service to play PCVR games. One reason that people forget about Meta PCVR is that they never have a Sale like they used to in the Old Days. I still miss our Custom Oculus PC Homes . . .

    • Hussain X

      There's also the crazy good deal from Viveport Infinity for PCVR players.

  • STL

    PC VR is the best, but it’s usually not for beginners. I put 1,000 hours into Skyrim VR on my PS4 Pro before dropping big cash—5,000 bucks—on some killer gear (Quest 3 and an ASUS laptop with an RTX 4090). My only regret? Not doing it sooner! There’s no chance this kind of power’s moving into a VR headset anytime soon.

  • victor

    There is only ONE reason PCVR is not mainstream today—>$$$$$$ !!

    • david vincent

      Second reason is friction (the vast majority of people don't want to wear tech on their face)

    • NotMikeD

      That may be the biggest reason, but look I'm practically Captain PCVR and even I have to concede that it's not the ONLY reason. There are barriers to entry including complexity, a fragmented ecosystem, maintenance, complexity, lack of comfort with mods, friction, product SKU confusion, and more complexity.

      • victor

        I agree it’s not plug and play but then again that is only becuase it’s not mainstream- maybe catch22 situation there.

      • mirak

        There are plenty of cheap second hand vr headsets.

        So this is not anymore about price, it's about resistence to change, like it happened for all technologies.

        We saw too much VR as a continuation of videogames, which made people think vr as an extreme nerd stuff.

        There as to be a social change, just imagine how many people resisted the mobile phone because they felt it was a social change they didn't asked for.

    • STL

      I disagree. Studios just have to sell PC VR games for really high prices: people will buy them.

  • mirak

    When I see the image I think HTC Vive won't die ^^

    And that's true, it's still works perfectly fine with recent games too.

  • mirak

    We saw too much VR as a continuation of videogames, while it's in fact a broader change in how we interact with virtuality.

    Just think back how many people resisted the mobile phone because they felt it was a social change they didn't asked for.
    Same think for having a huge flat screen in the living room, many people resisted that, because they felt it was a television invasion of their living room.

    I think VR is a social change on that level, people acceptation and demystification is slowly evolving, like for all technologies, and we were mistaken thinking it would be any different for something that change the interaction as much as VR.

    Plus there is no standards for interacting with virtual world in VR, everthing as to be standardised, like a desktop os or touchscreen os had to be defined.

  • STL

    I propose that major game studios should create high-end PC VR versions of popular titles like Hogwarts Legacy "VR", Witcher "VR" or Elden Ring "VR" and sell them at a premium price of 500 euros to target affluent VR enthusiasts. My reasoning is that players who have already invested 5,000 euros in a high-end PC VR setup would be willing to pay 10% of their hardware cost for a quality game, mirroring pricing trends in luxury markets like high-end cars. I argue that the current lack of PC VR games priced above 100 euros represents a missed opportunity, as there’s an untapped demand among older, wealthier PC VR users. Studios could test this with a “luxury” VR title, offering an existing successful game in VR to justify the price. This approach could open a new revenue stream, even if the audience is niche. What do you think—would you pay 500 euros for a premium PC VR experience?

  • NicoleJsd [She/Her]

    PCVR is such a weird market audience. Hardcore gamers usually prefer to… sit in one place without moving and without burning calories for hours.

  • Ad

    Do you have any good data on sales? Maybe from devs behind the big hitters on PC like H3, blade and sorcery, and Pavlov? Especially ones without cross buy.

  • Wishbringer

    While an interesting attempt to find a silver lining, I can't see this as anything but bad news for PCVR overall. If the percentage of the Steam population using VR is in a downward trajectory, how would this encourage any major game developer to invest in VR over flat games? These numbers just further cement the continued niche status of PCVR.

    • Rogue Transfer

      That's also true for the standalone Quest platform. With reportedly, over 6.37 million versus 175 million Steam active monthly users – it's also a small niche. SteamVR had around 3 million around the same period, back then.

      So, while both are niches and Quest 3S/3 aren't selling as well as Quest 2 did(according to Amazon figures), the overall amount of new+existing users available to sell to is increasing for both. Flatscreen games have a far faster growth rate, but that doesn't mean it's not possible to be very successful in a niche, as a number of VR games have demonstrated(e.g. Half Life Alyx with ~4 million sold, Beat Saber, Gorilla Tag, etc). Much like flight simulators are still a very successful, but small niche of overall users.

      But, yes, it's pretty clear VR is likely to remain a niche for the foreseeable future. At least until something major occurs to shake up opinions, like AR glasses in the long term.

  • Isaac

    PCVR will never die due to its open nature. But it's disheartening to see that in 5 years, PCVR has grown by 40% while standalone growth is around 3000% in the same time period.