3 in 5 SteamVR gamers in April used Oculus headsets, according to Valve’s monthly hardware survey data.
![](https://www.uploadvr.com/content/images/2021/05/SteamHWSurvey-APR2021.png)
Companies like Facebook, Valve, & HTC don’t reveal sales figures. The Steam Hardware Survey remains the most reliable indicator of PC VR’s adoption.
The survey is offered to a random sample of Steam’s userbase each month. If you choose to accept, it uploads your PC specifications along with SteamVR’s log of any headsets connected in the past month.
![](https://www.uploadvr.com/content/images/2021/05/VR-Headsets-On-Steam-17.png)
Four consumer Oculus headsets are listed in the data: Rift, Rift S, Quest, and Quest 2. Together they now make up 60% of SteamVR use, Facebook’s largest share since March 2016, when the 2014 Development Kit 2 (lacking support for tracked controllers) was still in wide use.
The two standalone Quest headsets together make up 33% of SteamVR. Quest didn’t officially support PC VR until six months after launch, but third party WiFi streaming apps like Virtual Desktop filled the gap. Quest 2 is marketed as a hybrid headset, last week getting an official WiFi streaming mode.
Facebook’s other 27% comes from its now-discontinued PC-only headsets, Oculus Rift and Rift S. Meanwhile Valve’s Index HMD is holding steady at just over 16%, impressive given its $1000 all-in price.
![](https://www.uploadvr.com/content/images/2021/05/Positional-Tracking-On-Steam-4.png)
HTC headsets once made up 2 in 3 of SteamVR at its peak in 2016. Facebook & Valve have almost entirely eaten HTC’s lunch in recent years, with its share now just 15%. HTC is expected to announce new headsets at ViveCon this month.
The share of Microsoft-backed Windows MR headsets slowly contracted throughout 2020. That trend was briefly reversed after the November launch of HP’s Reverb G2, but has now resumed again.
![](https://www.uploadvr.com/content/images/2021/05/SteamHWSurvey-APR2021-Overall.png)
The overall percentage of Steam users with a VR headset dropped slightly, from 2.3% to 2.22%. Since we don’t know the exact userbase growth rate of Steam overall, this could still represent VR growing – just not at the same speed as PC gaming in general.