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Hardware survey incorrect results for VR
So, I'm not sure if this is intentional or not, but the hardware survey is STILL after all these years, a decade almost, wrong when it comes to the VR results, it does not detect anything other than the valve headset, or some fringe wmr headsets, it does not detect wether or not you have a quest for example, which it should be able to by just checking wether you have oculus installed, and what those settings are, even when the headset is used wirelessly, though back in the day it wouldn't detect my wired CV1 either so that probably isn't the reason..
So come on steam, if you wanna do a hardware survey, do it right, and if you wanna seem impartial, fix your ♥♥♥♥
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Originally posted by Agterbosch:
So, I'm not sure if this is intentional or not, but the hardware survey is STILL after all these years, a decade almost, wrong when it comes to the VR results, it does not detect anything other than the valve headset, or some fringe wmr headsets, it does not detect wether or not you have a quest for example,
It is clear by the survey results, that they do detect many other headsets besides their own.
https://store.steampowered.com/hwsurvey

They may have not detected yours, but they do detect them.

Oculus Quest 2
30.83%
-0.85%

Meta Quest 3
22.89%
-0.65%

Valve Index HMD
14.98%
+1.82%

Oculus Rift S
5.61%
+0.28%

Meta Quest 3S
5.23%
+0.22%

HTC Vive
3.26%
+0.05%

Windows Mixed Reality
2.79%
+0.04%

Pico 4
2.78%
-0.47%

Oculus Rift
2.62%
-0.06%

Sony PS VR2
1.56%
-0.13%

HTC Vive Pro
0.88%
-0.04%

Meta Quest Pro
0.84%
+0.00%

Oculus Quest
0.82%
+0.02%

HTC Vive Pro 2
0.72%
+0.02%

Pimax HMD
0.53%
-0.01%

Bigscreen Beyond
0.47%
+0.02%

Pico Neo 3
0.42%
-0.14%

iVRy
0.36%
-0.01%

HTC VIVE XR Elite
0.28%
-0.06%

Riftcat Vridge
0.20%
+0.02%

HTC Vive Cosmos
0.19%
+0.01%

Varjo Aero
0.11%
+0.03%

Iriun VR
0.03%
-0.01%

Sony PlayStation VR
0.03%
-0.00%

Oculus Rift DK2
0.03%
+0.01%

DPVR E4
0.02%
-0.02%

Other
1.48%
-0.08%

Steam users with VR Headsets
1.75%
+0.41%
Vamp Apr 7 @ 5:12pm 
It never detected my original Vive, simply because I did not have it plugged into the link box.
Originally posted by Agterbosch:
it does not detect anything other than the valve headset, or some fringe wmr headsets, it does not detect wether or not you have a quest for example

It correctly detected all of my headsets over the times I've run it, Quest 1, Quest 2, and PSVR2. But it does certainly have issues detecting some sets, a lot people used to complain that Pico was detected as Quest. The question would be how is survey detecting sets that aren't currently plugged in, it might be that it's going off of detected drivers and those drivers might be incorrectly identified for whatever reason.
Originally posted by Chika Ogiue:
Originally posted by Agterbosch:
it does not detect anything other than the valve headset, or some fringe wmr headsets, it does not detect wether or not you have a quest for example

It correctly detected all of my headsets over the times I've run it, Quest 1, Quest 2, and PSVR2. But it does certainly have issues detecting some sets, a lot people used to complain that Pico was detected as Quest. The question would be how is survey detecting sets that aren't currently plugged in, it might be that it's going off of detected drivers and those drivers might be incorrectly identified for whatever reason.
I'd guess it pulls info directly from your device manager list or something.

Of course that'd mean some generic drivers will cause issues as they may be listed as generic devices.
Why does VR usage statistics matters?
Originally posted by Princess Luna:
Why does VR usage statistics matters?
One reason is that potential developers of VR games and applications may need to see if the project they're considering building will have an audience. No audience means development may be unaffordable.

Originally posted by rawWwRrr:
It is clear by the survey results, that they do detect many other headsets besides their own.
https://store.steampowered.com/hwsurvey

They may have not detected yours, but they do detect them.
I have a Quest 3, which has not been detected during the last few surveys. The quest wasn't turned on at the time, but assuming that the survey cannot currently infer ownership via installed applications or drivers, it would require survey submitters to go out of their way to turn on and connect their headset while filling out the survey. Seems to me that only a small number of people might be willing to go to the trouble of doing that, so I do wonder how under-reported VR headset ownership could potentially be.

Another potential metric for ownership could be recognising if a Steam account has VR title purchases, perhaps with a certain amount of playtime. This wouldn't prove current ownership, but if the correlation between current guaranteed VR hardware owners and VR-only software is significant it might imply that the current survey model for determining VR headset ownership is inadequate.
Last edited by Red Rabbit; Jul 31 @ 1:07pm
Originally posted by Princess Luna:
Why does VR usage statistics matters?
Because some people still believe VR will take over the gaming space.
Originally posted by Thermal Lance:
Because some people still believe VR will take over the gaming space.
I think we're a long way away from VR being dominant in the gaming space, but I think that a lot of VR players (among which I would include myself) do consider the experience of playing in VR to be significant enough of an enhancement to want to cultivate further development and adoption.

Everyone's taste will be different here, but playing Alien: Isolation and Subnautica in VR left no doubt in my mind whatsoever about the value of the technology.
Zoe Aug 1 @ 12:06am 
This thread was quite old before the recent post, so we're locking it to prevent confusion.
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