2 ms·
These statistics are complicated. They're looking at the evolution in percentage relative to a Steam's total numbers. For instance if Steam had a sudden influx
by makeitdouble 3y ago
These statistics are complicated. They're looking at the evolution in percentage relative to a Steam's total numbers.
For instance if Steam had a sudden influx of new comers because of some standard popular franchise's game, the total VR usage could slowly grow yet still be declining in percentage relative to Steam as a whole.
Then users not relying on Steam (someone playing recrooms through Oculus Link for instance) also won't be counted. I have no idea how many people that would be, but VR is not that mainstream, so people doing that kind of stuff feels par for the course