Skip to main content

25 million PC gamers now have systems that are ready for virtual reality

There are now 25 million Steam PC gamers who have systems that are capable of hitting recommended specifications for consumer-grade virtual reality headsets like the HTC Vive and Oculus Rift. This is almost double the cited figure of around 13 million at the start of 2016 and shows how much consumer graphics have improved since then.

There have been several hurdles faced by virtual reality developers when it comes to actually getting people to buy their games, and having a large enough audience with headsets is only one of them. For that audience to exist in the first place, people need PCs that can actually meet the minimum specifications, which are reasonably steep.

Fortunately, though, 2016 saw a massive drive from the likes of Nvidia and AMD in producing not only faster and more powerful graphical processors, but more affordable ones, too. That’s why the likes of HTC’s head of Vive, Daniel O’ Brien, said that graphical hardware advances have had some of the biggest impact on VR adoption.

Looking at Steam hardware statistics today, we can see that more than 14.5 percent of all Steam users have a DirectX12-compatible graphics card that’s above the minimum threshold for VR gaming (thanks RoadtoVR). With a little bit of speculative math based on official Valve numbers from a couple of years ago, we can estimate just shy of 170 million Steam users.

That works out to just shy of 25 million people with VR-ready PCs.

Of course there are a lot of guesses and estimations going into that figure, as RoadToVR highlights, but it’s certainly an interesting number to consider. It shows that although virtual reality was once seen as a relatively high bar — and to some extent, its 90FPS mandate still is — it’s coming down very quickly.

The launch of AMD’s RX series forced the price down on graphics cards pushing for that 1080P-plus resolution gaming. With Nvidia’s continued drive at the top end with Pascal, too, and AMD’s upcoming Vega graphics chips, we may see even further improvements.

Although most expect big leaps in virtual reality screen resolution in the years to come and therefore a requirement for even more powerful graphics to support it, entry-level virtual reality is becoming cheaper by the day. Now, with a potential audience that stretches into the tens of millions, the job falls on the VR hardware developers and software content creators to bring them on board.

Jon Martindale
Jon Martindale is the Evergreen Coordinator for Computing, overseeing a team of writers addressing all the latest how to…
France’s cyber unit preps for potential cyberattacks targeting Paris Olympics
A hacker typing on an Apple MacBook laptop while holding a phone. Both devices show code on their screens.

Organizers at the Paris Olympics are expecting a wave of cyberattacks to target the Games when the sporting extravaganza kicks off in earnest this weekend.

Researchers have noted that some attacks have already started, with Russia-affiliated hackers suspected to be behind the nefarious efforts, Bloomberg reported on Thursday.

Read more
Gamers are flocking to return Intel CPUs — and some are permanently damaged
A hand holds the Intel Core i9-12900KS.

Intel's troubles with instability on 13th-gen and 14th-gen CPUs continues to escalate, and a new report suggests that gamers are returning these CPUs at a much higher rate than retailers expect. An anonymous European retailer says they've seen four times as many returns for 13th-gen and 14th-gen CPUs compared to 12th-gen, according to a report from French outlet Les Numeriques.

Returns have only ramped up recently, however. The retailer says that in the six months following the release of all three generations, the return rates are nearly identical. Looking at the rate now, however, 13th-gen CPUs are being returned four times as often as 12th-gen, while 14th-gen CPUs are being return three times as much. Given what we've learned about Intel's instability issue, this suggests that the processors do, indeed, degrade over time.

Read more