• Klear@sh.itjust.works
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    3 months ago

    A year ago Quest 1’s accounted for 2% of Quest headsets being used. That number definitely dropped down significantly.

    Nobody will make any sort of money releasing games that are Q1 exclusive, no matter which storefront they are on.

    • antidote101@lemmy.world
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      3 months ago

      Oh that’s interesting is there a specific source or place I could review such stats? As an Oculus 1 developer I’d be interested to.

      Part of why I’m developing for Quest 1 personally is that it’s so under powered that it’s helping me learn optimisation.

      …but I would like to one day do something more profitable with my knowledge/training.

      • Klear@sh.itjust.works
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        3 months ago

        I was refering to this article, I looked it up since I was vaguely remembering reading a similar figure. It’s a year old (before Q3 was released) and the 2% figure is provided by the devs of Zenith to justify not supporting the headset any more.

        Which shows quite clearly that VR devs figured out it’s not worth supporting Q1 long time before this step by meta.

        Can’t find any more recent stats aside from this Steam hardware survey showing Q1 at 1.37%. Of course, that counts people who used Q1 to play PCVR via Steam and the percentage is out of all headsets, not just the Quest line, so the results are definitely skewed, though it confirms Q1 is far from popular these days.

        The thing about it is that it was a bit of an experiment and being a success it was iterated upon very fast, with the Q2 improving on it in almost all respects and for the same price, so it was quickly overtaken. I suspect the Q2 will keep being used by a big chunk of userbase for longer, though we’ll see if the rumoured Q3 lite changes that.