Oculus Is Slowly Closing The Rift In VR Market Share

If you take a look at the Steam numbers, the VR market share is starting to get quite interesting.

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Are the tables turnings when it comes to VR supremacy? The HTC Vive, which was the first mainstream virtual reality setup offering tracking and motion controllers, has held a comfortable lead in the VR market but Oculus Rift may officially be gaining. While HTC figures out if they want to spin VR off into its own division, Oculus has begun to tip the scales on Valve’s Steam platform.

Reported by Gamesindustry.biz, Oculus increased its PC VR market share on Steam by 8.1% in July. The data comes from a survey that Valve started taking in March 2016. The data isn’t foolproof, especially considering Oculus has its own storefront, but the increase puts Oculus at 43.8% on Steam with Vive declining 7.7% to finish at 52.3%. The Windows Mixed Reality headsets will be compatible with Steam VR when they launch in October, so expect a great deal more movement when the November survey results roll in.

The report points toward the Summer of Rift promotion that dropped the VR headset down $400 as one of the potential reasons for the shift in the market. We’ll add that the addition of the Oculus Touch and a solid collection of games has likely helped as well, bolstered by announcements for exclusive content like Marvel’s upcoming Powers United VR experience.

Oculus’ growth and the introduction of the Windows mixed reality headsets will be a boost for consumers and hopefully, lead to casual VR adoption at a large scale. There are significant investments in virtual reality entertainment already, but a significantly larger install base will lead to even greater investments from creators far and wide.

Charles Singletary Jr keeps the updates flowing as the News Editor, breaking stories while investigating the biggest topics in gaming and technology. He's pretty active on Twitter, so feel free to reach out to him @The_CSJR. Got a hot tip? Email him at Charles.Singletary@Shacknews.com.

From The Chatty

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    September 6, 2017 9:15 AM

    Charles Singletary posted a new article, Oculus Is Slowly Closing The Rift In VR Market Share

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      September 6, 2017 10:47 AM

      Having both headsets, I prefer the Rift so much more. The Touch controllers are much better than the Vive wands and the headset comfort is night and day between the two. I haven't tried the Vive headstrap that was recently released though, so it might be a bit better with that.

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        September 6, 2017 10:55 AM

        My Rift still seems to struggle to maintain tracking in roomscale. I got the third sensor, hooked up as USB2 as instructed (though also tried USB3, no change), they're all at around 7' height and pointing down into the center of my room, etc. It just sometimes loses tracking and it's like my head is being shaken all over. My room is about 12'x10' and my play area maybe 5.5'x8' or so.

        I do think the Touch controllers are very well designed.

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          September 6, 2017 11:13 AM

          Do you have any reflective surfaces like big mirrors in your room? Those absolutely tank tracking quality on both the Rift and the Vive. Try covering them up. You may also need to angle the cameras slightly higher. The vertical FOV on the camera is much lower than the horizontal FOV.

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            September 6, 2017 12:00 PM

            I do but I already covered them.

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            September 6, 2017 12:22 PM

            Also I have the two main USB3 ones in opposite corners of my office, literally mounted into my ceiling with hanger bolts. They're both pointed into the center of the room, some util I used before confirmed that and I made minor tweaks and reran the whole Oculus config again.

            As below, it fucks up even sometimes when I'm just standing in the dead center of the play space, pretty much dead center of all three cameras.

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          September 6, 2017 11:18 AM

          I tagged this from a previous thread. Have not used it yet.

          https://www.wearvr.com/apps/desk-scene-check-your-camera-bounds

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            September 6, 2017 12:18 PM

            I used a different tool that showed my camera bounds. I'll give that a shot but unsure it's going to fix the problems.

            Shit will wig out just standing in the middle of my play space, though, where I'm obviously covered.

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          September 7, 2017 1:58 AM

          The rift is a usb torture test between saturating the controllers bandwidth to not being able to power devices properly. That third sensor can really push it over the limit, not including active usb extensions.

          I was getting jittery also. Checked the options and the sensors were randomly throwing 8602, 8609 errors. Had to get as much running on 2.0 and removed an extension.

          I have my 3x setup stable right now. Headset, and one sensor on 2.0 w/o extension. Two sensors on 3.0. One with 3.0 active cable, and the other on a 2.0 active to purposely drop it to 2.0.

          I have the powered startech 4 port / 4 controller coming in today. I'm thinking that will solve all my problems, but with this purchase I'm essentially at Vive price.