Is VR Dead? The Arguments For And Against The Industry’s Demise
Is VR Dead? The Arguments For And Against The Industry’s Demise
Survey: VR headset sales on Steam sees biggest ever jump in January
Survey: VR headset sales on Steam sees biggest ever jump in January
‘Bigscreen’ Overhaul to Bring “massive new features” Over Next 3 Months
‘Bigscreen’ Overhaul to Bring “massive new features” Over Next 3 Months
The Rise of the VR Industry
The Rise of the VR Industry
‘Superhot VR’ Has Now Generated More Revenue Than The Original PC Game
‘Superhot VR’ Has Now Generated More Revenue Than The Original PC Game

How Has the Oculus Quest 2 Affected VR: A SideQuest Analysis

How Has the Oculus Quest 2 Affected VR: A SideQuest AnalysisWe all know VR is growing. When I heard many kids were asking Santa for a Quest 2 over a PS5 or Xbox Series X, I knew something was up, so I want to write this as a quantitative approach to growth using SideQuest as a proxy for industry growth as a whole.

Trending Up and to the Right

We all have a hunch things are accelerating quickly, but how fast, and how equitably? Looking at the SideQuest data for the last 2 months (since the Quest 2 launch), we should be able to answer those questions. Now my analysis chops died with my budding career as a data scientist, so bear with me as I report numbers and definitely no code (data science as a whole is better for it).
Pre-Quest 2Post-Quest 2mean4,131.945,167.15std16,741.0122,190.77min2.002.0025%101.00137.0050%363.00486.0075%1,984.002,588.00max298,299.00447,715.00

To describe this chart a bit, "Pre-Quest 2" represents download numbers for before the Quest 2 launched. "Post-Quest 2" represents download numbers 2 months after the Quest 2 launched (right around Christmas).

On average, all items saw a ~101% increase in downloads during this time. This includes items with 400,000 downloads, and items with 7 downloads, so let's dig into that a bit.

The Top Dogs

The top 100 items by downloads, including utilities like Virtual Desktop and games like Pavlov: Shack grew by an average of 26%. Virtual Desktop's VR patch was sitting at a healthy 298k downloads before the Quest2 launched, and just 2 short months later, that number has climbed to 448k downloads. That's 50% for anyone following along at home; given Virtual Desktop costs money, that bodes very well for developers, as people have shown they are willing to shell out money.

Samsung Is Going All In. Samsung is one of the leading companies in the virtual reality space. Years of research into virtual reality are finally paying off for the company. At virtual reality conventions, Samsung's products are often regarded as one of the most popular, based on feedback from attendees. Currently, the Samsung Gear VR is the most popular virtual reality headset on the market. Things in the market might change in a few years, but for now Samsung is in the lead.

Pre-Quest 2Post-Quest 2mean32,803.4041,027.90std43,471.4259,196.40min5,471.007,970.0025%10,576.0013,654.2550%18,984.0023,601.5075%37,092.7545,326.00max298,299.00447,715.00

The Long Tail

Just for fun, we can look at the bottom 100 downloaded apps to see how they fared. These bottom 100 games by downloads ended up with a 38% uptick during this same 2 month period. Not super surprising to see it grow rapidly like that, as a dozen downloads will move the needle significantly, but still good to see the rising tide is lifting all ships.

Pre-Quest 2Post-Quest 2mean18.4723.91std9.4511.24min2.002.0025%10.7515.0050%19.0025.0075%26.0034.00max41.0042.00

Takeaway

Given pre-orders were crazy for the Quest 2, I wasn't as blown away as I thought I would be by this exercise, but I think this is still pretty telling. VR is young, and we know that if you had a Quest 1, you're probably getting a Quest 2, and if you are keen on using SideQuest, you've probably been around for a bit and fall into that camp.

As SideQuest grows in popularity, I think we'll see a sort of compounding with new Quest2 owners, who probably don't know about SideQuest yet, getting into SideQuest, and SideQuest also seeing the benefits of the industry as a whole adopting their platform.In 2 months, we'll do another one of these to see how the Christmas, Hanukkah, etc. Quest 2 sales affect the bottom line for SideQuest, and hopefully for me, a guy who runs a VR news website, it will start to better reflect what is happening with headset sales.

As with every creation in the universe, there has to be a humble beginning for everything and VR technology was no exception. Although it’s hard to pinpoint the father of this amazing technology, history suggests that it could have been the innovation of not one but five key individuals. First, Morton Heilig for giving users the very first interactive film experience which can be take the credit as the beginning of 3D content. Then, there’s Jaron Lanier, the first person to credit the term “Virtual Reality”; Douglas Engelbart, who invented the computer mouse and laid the foundation for the modern user interface; Ivan Sutherland, inventor of the first head mounted display (HMD); and Myron Krueger, a computer graphics and audio wiz.

If you enjoyed this or want to critique this analysis, check out our twitter, our newsletter for December, and more VR news on our homepage.

A Look at OmniVirt’s Analysis of AR and VR Technology in Advertising
A Look at OmniVirt’s Analysis of AR and VR Technology in Advertising
Disney to Develop New “Top Secret” VR Short Film Following Success of ‘Cycles’
Disney to Develop New “Top Secret” VR Short Film Following Success of ‘Cycles’
‘Superhot VR’ Has Now Sold More Than 2 Million Copies
‘Superhot VR’ Has Now Sold More Than 2 Million Copies
Multi-Media Artist Tripp Derrick Barnes Talks About Creating VR Experiences
Multi-Media Artist Tripp Derrick Barnes Talks About Creating VR Experiences