October VR Development Report: 70 Million New Users on the Steam Platform

Let Xiaobian first give you a glimpse of Steam's market share last month, Steam platform VR users, global VR content development status, and VR investment and financing status.

1. Steam market share

Before reading this section please note that Oculus has its own distribution platform Oculus Home, and the data discussed in this section is limited to the Steam platform. Valve has released the October hardware and software survey data for the Steam platform, and HTC Vive’s market share has further declined. This is the fifth decline after Oculus solved the problem of Rift shortage and began rapid distribution.

In the above figure for September, HTC Vive's Steam market share is 59.8%, Oculus Rift is 30.22%, and Oculus Rift DK2 is 9.98%.

Compared to September, in the October data (above), HTC Vive's Steam market share fell by 0.21% to 59.59%, Oculus Rift rose by 0.68% to 30.9%, and Oculus Rift DK2 fell by 0.47% to 9.51%.

In October, Oculus Rift’s Steam market share picked up slightly, and the Oculus Rift DK2 saw a slight decline.

2. Steam platform active VR users

Similarly, the data in this section is just a Steam platform and does not represent the complete market.

According to the data released by Steam (above), in October, HTC Vive monthly active users accounted for 0.2% of Steam's total active users, Oculus Rift monthly active users accounted for 0.1% of total active users, Oculus Rift DK2 monthly active users The total number of active users was 0.03%.

According to third-party Web site Steamspy's monitoring data, Xiao Bian statistics to October Steam average of about 194 million total active users. From this we can figure out that in September HTC Vive had about 388,000 active users per month, Oculus Rift had about 194,000 monthly active users, and Oculus Rift had DK2 active users of about 582,000 during the month. The total number of active VR users on the Steam platform was about 642,200, an increase of approximately 69,800, or 12.23%, from the 578,400 in September. The increase in VR subscribers for the Steam platform in October was 5.5 times the September increase of 2.22%.

3. VR content

From the statistics of the above figure, we can see that the cumulative number of VR content on the Steam platform in October reached 727, an increase of 20.16% compared to September. What made Xiao Bian brighten up was that Oculus platform (including Gear VR content) began to take off in October. The accumulated VR content reached 586, an increase of 20.32% compared to September.

Of course, what you need to pay attention to is that some of these contents are simultaneously on the Steam and Oculus platforms.

4. Investment and financing

The global capital market's investment in AR/VR totaled approximately US$70 million in October, the largest of which was the US$25 million Series B round of funding from virtual reality film and television developer Baobab Studio. Baobab Studio’s original investors included Comcast Ventures, HTC and Samsung, but now Horizons Ventures, 20th Century Fox, Evolution Media Partners, China’s Shanghai Media Group, Youku Global Media Fund and LDV Partners have also become The studio investor.

In addition, the global capital market made a cumulative investment of US$176 million in AR/VR in September.

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