Re:Google is reportedly shutting down its in-house VR film s...
by T-A on Thursday March 14, 2019 @12:17PM
(#19390658)
> makes the numbers more representative of _active_ VR users rather than just users who _have_ a headset but don't often use it
YMMV. My Vive-equipped PC launches Steam on boot, because that lets it install updates quietly in the background as they come in. Otherwise, the first thing likely to happen when I try to launch something is a long wait for stuff to download.
The Vive on the other hand is only plugged in when I actually use it. It gets hot, and I don't particularly want it to burn electricity for no better purpose than to die a premature death.
So even as an active VR user, my Vive is only visible to Steam for a minor fraction of the time my PC is logged on.
If you're trying to judge the size of the market in absolute numbers, you also have to account for the fact that this survey only measures _Steam_ users. So Rift users who don't use Steam, and owners of non-PC VR headsets like PSVR aren't included.