In the past five years, we’ve witnessed a dramatic shift in the XR world, marked by the rise of standalone headsets and fresh players like Apple—and soon, Google—joining the mix. Through it all, the PC VR platform has maintained a slow yet constant upward trajectory.
Reflecting on the VR industry’s changes since 2020 feels surreal. Imagine trying to process the fact that Facebook rebranded as Meta. Not only that, but they shelved the ‘Oculus’ brand, renowned in both the enthusiast circles and beyond. Even with all these changes, Meta’s Quest headset has ascended to become the dominant force in the VR scene.
But the surprises don’t end there. Apple boldly entered the arena with its own headset, retailing at a jaw-dropping $3,500. Meanwhile, Google is hot on their heels, crafting a comprehensive Android XR operating system to support a flagship device produced by Samsung. And speaking of major players, Microsoft shelving its Windows MR platform and pulling back on HoloLens wasn’t exactly the shocker, but still noteworthy.
Despite these seismic shifts, the original PC VR scene is alive and kicking, seeing consistent growth.
Tracking the Monthly VR Headset Connections on Steam Over the Last Five Years
Each month, Valve taps into its user base on Steam to compile baseline stats on hardware and software trends, including VR headset usage. The metric we follow here is "monthly-connected headsets", which essentially provides a snapshot of active VR users on Steam. It’s important to note, though, that this number reflects connectivities rather than actual headset usage.
While Valve’s stats give an overview of which headsets are trending on Steam, understanding the full picture is challenging, as the data is presented as percentages of Steam’s user base—a dynamic, ever-changing figure.
If we only look at the percentage, it might seem like the VR category is on the decline.
However, that’s not quite the case. Steam’s population has roughly doubled over these five years. Road to VR has developed a model using historical Valve survey data and official figures to estimate the actual count of headsets in use, not just percentages.
This clearer view shows the real growth: while the proportion of Steam users into VR might be declining, the absolute number of VR enthusiasts is climbing. From a developer’s perspective, this indicates a steady increase in potential VR customers.
This growth trajectory wouldn’t have been possible if Valve hadn’t structured SteamVR as an open platform, welcoming any headset manufacturer to join. With at least two dozen headset brands active on the platform monthly, SteamVR boasts the broadest and most varied PC VR landscape.
Interestingly, Meta plays a crucial role in this growth story. The Quest headsets, known for their accessibility and affordability, have drawn many new players into the VR world. Impressively, Meta headsets now account for 70% of Steam’s monthly VR connections.
So, where does PC VR go from here? What do the next five years have in store? Meet us back here in 2030, and we’ll explore what the future has brought to this ever-evolving scene.