The primary display resolution for Steam users according to the June, 2017 hardware survey reveals that 48.77% of Steam users are rocking 1920 x 1080p monitors/HDTVs.
According to Geeks UltD, many of those 1080p displays are being powered by Nvidia’s GTX 1060, part of their Pascal architecture that dropped back in 2016. This shows that there’s not only fast adoption rates by Steam users for the latest in GPU technology, with a good majority upgrading to Nvidia’s latest, but it also shows that a lot of gamers are aiming for budget-priced cards that still enables them to play games comfortably at 1080p and 60fps, something that the Xbox One and PS4 struggle to do.
As showcased on the list, the GTX 750 Ti is the next most used card on the list, which is a card that can be acquired for around $100. From there it’s a mix of GTX 900 and GTX 1000 series cards.
Way down at the bottom we see the Intel HD 5500 integrated GPU (which is practically good for nothing when it comes to hardcore gaming) followed by AMD’s Radeon HD 7700 series. Sadly, AMD’s R7 series only manages 1.11% of the GPU real estate on Steam.
Getting back to the 1080p resolution for a bit… you can see that it clearly dominates the charts these days.
The laptop resolution of 1366 x 768 is the next most used resolution, followed by 1600 x 900. So there’s a lot of core gamers gaming at 1080p and then a much smaller percentage of casuals at 768. Gamers running titles at 4K on a single monitor also only register at 0.86% of the share, with a meager increase of 0.03% each month. It’s not bad but it’s also still a fringe aspect of the consumer market.
Another not-so-shocking stat is that only 0.38% of Steam’s user base has a VR headset. 0.23% of the market share goes to HTC’s Vive.
Basically this means that any developer working on a VR title is only really able to reach less than half of a single percentage of Steam’s user base, which is why sales for most VR titles have been so abysmal low compared to any other popular game on Steam.
The thing is, you need good software to sell the hardware, but most people can’t afford an $800 headset. So there’s a bit of an impasse where adoption rates seem terribly slow as people can’t quite shell out $800 for a headset (and not to mention they need a beefy rig to run it) and so studios are reluctant to put out software for VR headsets when there’s not enough of a market to justify the expense. And so the cycle continues.
If the price begins to drop significantly for both the Vive and Rift, maybe we’ll see adoption rates pick up a lot faster. Both HTC and Oculus would be wise to start a subsidy program or other steep discounts leading up to the holiday season this year if they actually want to convince other non-enthusiasts to pick up a VR headset.