After the return of the National Day holiday, Xiao Bian will first give you a glimpse of the Steam market share last month, the VR users of the Steam platform, the development of global VR content, and the status of VR investment and financing. Steam market share Before reading this section please note that Oculus has its own distribution platform Oculus Home, and the data discussed in this section is limited to the Steam platform. Valve has released the September hardware and software survey data for the Steam platform, and HTC Vive’s market share has further declined. This is the fourth decline after Oculus solved the problem of Rift shortage and began rapid distribution. In the data of August, HTC Vive's Steam market share is 60.77%, Oculus Rift is 33.24%, and Oculus Rift DK2 is 5.98%. Compared to August, in the September data (above), HTC Vive's Steam market share fell by 0.97% to 59.8%, Oculus Rift fell by 3.02% to 30.22%, and Oculus Rift DK2 rose by 4% to 9.98%. In September, Oculus Rift's Steam market share fell more than the HTC Vive, but Oculus Rift DK2 rose, puzzling. Steam platform active VR users Similarly, the data in this section is just a Steam platform and does not represent the complete market. According to the data released by Steam (as shown in the figure below), in September, HTC Vive monthly active users accounted for 0.19% of the total active users of Steam, Oculus Rift monthly active users accounted for 0.09% of total active users, Oculus Rift DK2 monthly active users The total number of active users was 0.03%. According to third-party Web site Steamspy monitoring data, the average active users of Steam in September about 184 million. From this we can figure out that in September HTC Vive had about 349,600 monthly active users, Oculus Rift had about 165,600 monthly active users, and Oculus Rift had DK2 active users of about 55,200. The total number of active VR users on the Steam platform was approximately 570,400, an increase of 12,400, or 2.22%, from the 585 thousand in August. VR content From the statistics of the above figure, we can see that the growth advantage of the content of the Steam platform is very obvious. In September, the cumulative VR content reached 605 models, an increase of 27.1% compared to August, while the Oculus platform (including Gear VR content) 9 The number of VR content accumulated in the month reached 487, an increase of 8.2% compared to August. Of course, some of these items have been simultaneously logged into the Steam and Oculus platforms. But overall, the content of virtual reality is still very scarce. Investment and Financing The global capital market’s investment in AR/VR totaled US$176 million in September. One of the biggest is the $120 million Series B round of financing for the gesture control arm Myo developer Thalmic Labs. Investors include Intel and Amazon. Followed by VR video broadcast service provider Bitmovin and VR advertising platform Vertebrae, are 10 million dollars. Other areas involved include games, real estate, head display, education, and film and television. Yuchai Generator Set,Industrial Generators,Waterproof Diesel Generator,Low Fuel Consumption Generator Yangzhou Hengyuan Electromechanical Equipment Co., Ltd. , https://www.lchypower.com