• SLR
  • Data insights

OliverDK Not if it's a growing trend. Then it makes sense to focus on it to capitalize on a expected growing audience.

There's a big assumption there. There's no guarantee that it will continue to grow. The slope illustrated coincides pretty closely with the release and adoption of the Quest 3. Given that continued sales of Quest 3 have not come close to projected numbers, the "I just got a Q3, let's try PT" cohort is likely going to shrink. With reduced new users, will PT retention/reuse be able to sustain the missed growth and keep the upward momentum?

Okokok, cherry-picking, fine. The main idea of SLRO focusing heavily on PT to serve a growing trend may make sense as a business gamble--and we all know doublevr is ALL-IN on PT, but does it makes business sense to alienate a significant user base like non-PT users? We can argue degree until we're blue in the face, but the disappointment is real.

    fuccaneer With reduced new users, will PT retention/reuse be able to sustain the missed growth and keep the upward momentum?

    I have no idea if AR porn will continue to increase in growth or it will fade out but I'm actually personal quite surprised 1/3 of users are AR users. That's higher than I expected given the number of headsets capable of AR and the still limited numbers of scenes.

      fuccaneer Similarly, I'd also be interested in knowing what percentage of PT users also use VR but prefer PT or even how many users EXCLUSIVELY use PT.

      trooowiii no the handy is great whit passthrough. Makes it even more immersive if you have a good setup

      OliverDK I have no idea if AR porn will continue to increase in growth or it will fade out but I'm actually personal quite surprised 1/3 of users are AR users. That's higher than I expected given the number of headsets capable of AR and the still limited numbers of scenes.

      The chart presented says "number of users who use passthrough vs those who don't" so it's entirely possible that the PT group includes people who only clicked on a single PT video and watched like 30 seconds.

        trooowiii I don't personally hate PT, I just prefer VR. I think it retains about the same sense of immersion for me but adds a more escapist element and variety. There are also certain aspects like changing positions that I find to be more cumbersome in PT. There are other little things I wonder about such as how the set up of a PT shoot might affect the performances, but these are just my personal opinions. To me, VR just feels more premium, but that doesn't mean I don't think PT should exist.

        doublevr Thanks for sharing. I'd expect Q3 to have a larger share on Deo due to its PT capabilities, but is there any data as far as all SLR users and which headsets they're using?

          vrguy69 doublevr Thanks for sharing. I'd expect Q3 to have a larger share on Deo due to its PT capabilities, but is there any data as far as all SLR users and which headsets they're using?

          I think the SLR data would be virtually the same as the Deo data because of the amount of overlap.

            doublevr I'd say the large share of Quest Pro popularity in quarter 4/2023 can't be right. It suddenly spiked when Quest 3 was released, so it's probably Quest 3. Maybe DeoVR recognised Quest 3 as being Quest Pro at first.

              phyuggene That could be true but if it were wouldn't that mean that more SLR users are using Quest Pro and Quest 3 vs. Quest 2 currently or am I interpreting that graph wrong? I would assume Q2 still has a lead over both but I can't say for certain, especially as it pertains to Q3. @SchnuppiLilac raises a good point though. There's no way Quest Pro could've spiked that much at that time. Whether or not that has some impact on the Q3 numbers I'm not sure. Seems to me DeoVR would be a limiting factor too and my assumption would be that's some mix of SLR integrated streaming and PT, but I have no clue what percentage of SLR users exclusively use Deo.

                trooowiii I'm currently still using Quest 2, which undoubtedly hinders the PT experience, but I haven't quite convinced myself to take the leap to Q3 due to the pricing mainly. some early review defects also scared me but I get that comes with the territory sometimes with new tech.

                doublevr Sorry, but is this a hunch or do we actually have stats for this? Am I to assume from this that most SLR users are currently using a Q3? Wouldn't that be the correct conclusion from the graph plus the "vast majority" using Deo or am I missing something here? I mean, the last survey I saw on steam from February had Q2 users at 39.2% and Q3 at 14.5% from a hardware survey.

                  Another point: It is not stated how popularity is being measured but I would assume it is related to the number of devices detected. Therefore, it seems a bit odd that the popularity of Q2 was hardly affected by the release of Q3, and on top of that the total number of devices seems to have increased instantly by a lot after Q3 was available. Is this some mistake or how can this sudden increase in device numbers (or whatever the area under the curve represents) be explained?

                    vrguy69 I guess you could conclude that from the scene download stats. If a user is only streaming and not downloading, they couldn't have used any other player than Deo. So if the vast majority is only streaming, then you could make this conclusion.

                    On the other hand, for downloaded files, SLR has no way of knowing whether these videos are played exclusively with Deo or if other players are being used.

                    phyuggene Difficult to say as long as there are no further details on the data and how they were collected. Not even sure if it the data are only for DeoVR.com or if SLR is included. There also seems to be a 50% drop in Oculus Rift popularity after the first half but what does it mean? Did the way of collecting data change? Were there only two devices tracked before and one of the guys found a new hobby in July?

                    phyuggene Could be but what imo speaks to AR scenes popularity is the number of views on each individual old/new AR scenes. If AR scenes weren't popular, had a large opposition or the novelty starts to wear off I would expect a rather rapid decline in number of views each new scene would accumulate contra older AR scenes. I don't see that at all. So AR scenes seems have a fairly high retention rate.

                    Just to be clear- I'm no AR fan boy. I think the idea is interesting but needs improving.