• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

GDC State of The Game Industry Survey 2017: VR Results

Saw this on VRFocus via Reddit.

VRFocus said:
2017 has only just started and there's been plenty of news virtual reality (VR) news from CES, as well as several surveys looking at the state of the industry. These have included VR First, YuMe and Sketchfab. Now the Game developer Conference (GDC) has released its State of The Game Industry Survey 2017, revealing a developers viewpoint on the videogame industry including VR.

This is the fifth annual State of the Industry Survey collating data from more than 4,500 game developers. In terms of VR and augmented reality (AR) platforms the survey indicates the HTC Vive has become the most popular head-mounted display (HMD) to develop for.

DHTGp3i.png


So 61% of devs not planning to work in VR yet. Not really surprised given the current marketshare.

ZkVccZP.png


Kind of surprised PSVR isn't a bit higher. I'd think it would at least be matching the Rift's share there. Not really surprised to see Vive higher than Rift considering it's easier for indies to get on Steam.

VRFocus said:
As for the future, when devs were asked which VR/AR platform they expected their next game – after their current project – would be released on, 40 percent said they were planning to support HTC Vive for their next title, 37 percent for Oculus Rift, and 26 percent said PlayStation VR.

So even though Vive has higher numbers as the target headset, numbers for planned support are still pretty even between that and Rift.

Kj88Hv8.png


No real surprise there.

Thoughts?
 

yurinka

Member
I expected way higher percentages for PSVR. Maybe most of the people surveyed were small indie devs who never published on console?
 

Zalusithix

Member
Since it's a "check all that apply", I'm guessing a good chunk of that Rift percentage is devs taking advantage of the fact that by making a game for the Vive (OpenVR), they're also making it for the Rift. Unless Oculus is directly funding you, it's the most sensible option for a dev in PCVR space.

Edit: Actually "next game" is a choose one option... Surprised to see the Rift as high as it is there. How many titles is Oculus/FB funding? ;P
 

Arulan

Member
Thanks for sharing.

The results aren't terribly surprising, but interesting nonetheless. While Mobile VR has the install base advantage, PC VR's software adoption rate is a lot higher. PSVR is probably doing well too, though I'd like to see some data on that. And finally, the open-platform nature of the HTC Vive and SteamVR/OpenVR, and the advantages from the Steam storefront itself, it's no wonder the HTC Vive stands out here.
 

Durante

Member
Gamasutra has more.

VR part:
HTC Vive outpaces Oculus Rift to become most popular VR/AR platform among devs

The majority of those surveyed (61 percent) aren't currently involved in developing games for VR headsets, but those that are are focusing on HTC and Valve's Vive headset above any other platform. When asked which VR/AR platforms they were currently making games for, 24 percent of respondents said Vive, 23 percent said Oculus Rift and 13 percent said PlayStation VR.

That's a significant shift from last year, when 19 percent answered the same question with Oculus Rift, while the HTC Vive and PlayStation VR garnered 6 percent each.

This was the year that all these headsets hit retail store shelves, so for the first time ever we asked State of the Industry survey respondents on what platform they shipped their last VR game on. Most (75 percent) said they hadn't been involved in shipping any VR game (yet), while 11 percent said they'd shipped their last VR game on the Oculus Rift. Ten percent said their last completed VR game was released for the HTC Vive, and 6 percent said Samsung's Gear VR headset.

Looking ahead, we asked those surveyed which VR/AR platforms they expected their next game (the one after the one they're working on now) would be released on. Here again, the HTC Vive won the greatest share of interest, with 40 percent of respondents saying they expected their next project would come to Vive.

37 percent said their next game would release on the Oculus Rift, and 26 percent said PlayStation VR.

1 in 10 game makers is working on a platform-exclusive VR/AR game, predominantly for the Vive

Of course, the conversation around platform exclusives (timed or otherwise) in the VR game industry has been heating up recently, so we thought it would be interesting to ask survey respondents whether their next VR/AR game was being developed exclusively for a single platform.

Half of respondents said they weren't involved in VR/AR game dev, while 39 percent said no, their next project would not be exclusive to a single VR/AR platform. 11 percent of survey respondents said yes, their next game would be exclusive to one VR/AR platform or device.

Thirty-three percent of survey respondents who said their next project would be a platform-exclusive VR/AR game said they were creating it for the HTC Vive, making it the most popular VR system for exclusives.

24 percent of respondents said their next game would be exclusive to the Oculus Rift, and 15 percent said their next project would be a PlayStation VR exclusive.

Vive is trumping other VR/AR platforms in terms of dev interest

We tried to gauge the general interest levels for each major VR/AR headset among our survey respondents, and the HTC Vive again won out: When asked to mark down the VR/AR platforms most interesting to them as developers, 45 percent marked Vive. 30 percent said Oculus Rift, and 29 percent marked PlayStation VR. Microsoft's HoloLens headset came in a close fourth, as it was marked by 24 percent of respondents.

When compared against last year's results for the same question, we again saw a shift away from Rift and towards the Vive. When we asked last year's survey respondents which VR/AR platforms most interested them, 40 percent said Oculus Rift; 26 percent said HTC Vive, and 26 percent said PlayStation VR. 25 percent said HoloLens.
 

Zalusithix

Member
Gamasutra said:
Thirty-three percent of survey respondents who said their next project would be a platform-exclusive VR/AR game said they were creating it for the HTC Vive, making it the most popular VR system for exclusives.

Really odd that they write the article like that. The Vive isn't a platform that you can develop exclusively for. You can develop a game by only targeting the OpenVR API, sure, but that's not exclusive to the Vive. Unless they're all going to pull a Google Earth VR, anything made for the Vive will work with the Rift (and future VR devices).
 

Durante

Member
Yeah.

Given the nature of the PC platform -- or at least how it should be -- it would probably make more sense to poll for APIs than to poll for specific hardware.
 
There probably are far more interesting trends to be shown that are getting lost in the noise of the data. 4,500 VR game developers is way too many and doesn't relistically represent the number of games your typical gamer is choosing among. There should have been some filter, or categorization of the developers. For example, the survey could have asked the dev to generally state the revenue they felt their current game needed to make in order to be a success. Then the results could be grouped by the size of the developer.
 

Zalusithix

Member
Yeah.

Given the nature of the PC platform -- or at least how it should be -- it would probably make more sense to poll for APIs than to poll for specific hardware.

All the stranger when you consider that the poll has Google Daydream instead of listing each Daydream capable phone separately. I suppose they didn't want to shortchange a major player like the Vive by not mentioning it by name, but it's still misleading. I mean, I can live with the poll, but the article should at least make the distinction.
 
This is to be expected given all the indie PC devs that only have Vive/Oculus as an option.

The real story is that Oculus is kinda dying.
 

Durante

Member
I don't think you can say Oculus is dying just based on these results. They are losing mindshare though.

What is most interesting to me personally is that Gear VR appears to be heavily on the decline. When you consider that it currently has by far the largest consumer base of them all it shows that hardware sales aren't everything.
 
This is to be expected given all the indie PC devs that only have Vive/Oculus as an option.

The real story is that Oculus is kinda dying.

I don't think it's so much dying as much as it's not dominating the main conversation for PC VR anymore. Considering where Vive was in the VR zeitgeist this time last year compared to now, that's not surprising at all.
 

Zalusithix

Member
I don't think you can say Oculus is dying just based on these results. They are losing mindshare though.

What is most interesting to me personally is that Gear VR appears to be heavily on the decline. When you consider that it currently has by far the largest consumer base of them all it shows that hardware sales aren't everything.

Hardware sales mean little if the owners aren't buying anything or aren't willing to pay more than a couple of bucks for software. Given the limited capabilities of mobile VR right now though, I don't really blame owners for not buying much.
 

Ferrio

Banned
Hardware sales mean little if the owners aren't buying anything or aren't willing to pay more than a couple of bucks for software. Given the limited capabilities of mobile VR right now though, I don't really blame owners for not buying much.

Their store front is horrible too last time I checked. Makes finding anything good a pain.
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Hardware sales mean little if the owners aren't buying anything or aren't willing to pay more than a couple of bucks for software. Given the limited capabilities of mobile VR right now though, I don't really blame owners for not buying much.

I'd expect the large majority of mobile VR use will be for viewing videos. Once someone gets their video apps of choice, they'll likely only try out a handful of other stuff in terms of games.

Even the NFL VR stream stuff right now is mobile only I believe - still no Rift or Vive support there.
 

Zalusithix

Member
Surprised devs aren't focused on PSVR as the platform with biggest base.

Are PSVR owners not buying games?

The barrier to entry for developing PC and mobile VR content is far lower than developing for PSVR. There will always be less developers on a console.
 

Kaako

Felium Defensor
Surprised devs aren't focused on PSVR as the platform with biggest base.

Are PSVR owners not buying games?
Last I remember, the software attack rate for new PSVR owners was pretty high(?)
Just maybe still not enough of them out there. Now if Sony could drop the sku price and bring out more official bundles, then that might encourage more devs to take these risks. Or at least allocate some resources for a PSVR port if they're making seated VR experiences on the PC side.
 

nynt9

Member
Really odd that they write the article like that. The Vive isn't a platform that you can develop exclusively for. You can develop a game by only targeting the OpenVR API, sure, but that's not exclusive to the Vive. Unless they're all going to pull a Google Earth VR, anything made for the Vive will work with the Rift (and future VR devices).

I played google earth VR on my rift and it works totally fine. You just need to inject a DLL you can get online.
 
Thoughts?

The GDC State of the Game Industry Surveys are kinda useless.

I don't bother filling them out, because they are outdated and require way too many steps to actually give an opinion.

Take the results with a grain of salt (but also the numbers are WAY LOWER) than an actually relevant data pool.
 

Zalusithix

Member
I played google earth VR on my rift and it works totally fine. You just need to inject a DLL you can get online.
Yes, there are ways around Google's block, but the fact remains that they went out of their way to implement one where normally in OpenVR there isn't. It's the exception to the rule.
 
Surprised devs aren't focused on PSVR as the platform with biggest base.

Are PSVR owners not buying games?
If you went by total money spent developing games, I suspect that PSVR would be far higher. Most of the revenue ends up going to a very few games. These are the games that will determine the health of a platform. By including 4,500 developers in the survey and treating them all equally, this information is being hidden.
 

Kaako

Felium Defensor
The GDC State of the Game Industry Surveys are kinda useless.

I don't bother filling them out, because they are outdated and require way too many steps to actually give an opinion.

Take the results with a grain of salt (but also the numbers are WAY LOWER) than an actually relevant data pool.
Thanks for sharing your input and shedding some light regarding the nature of this survey.
 

jmga

Member
This is a big win for an open and multiplatform VR industry vs the closed and distribution monopoly of Oculus and Sony.

It seems OpenVR and HTC Vive are gaining more and more popularity.

I would love to see a Vulkan vs D3D12 poll.
 

Bookoo

Member
This is to be expected given all the indie PC devs that only have Vive/Oculus as an option.

The real story is that Oculus is kinda dying.

Not sure exactly how these surveys imply that it's dying.

Unless you are getting direct funding or support from Oculus it would make more sense to develop for SteamVR since that's available on both headsets.

Also it seems much easier to get your content on SteamVR than Oculus. There seems to be a ton of early access VR stuff on the steam store.
 
As in one anyone can buy and use right now? Yes.
As in, does it have a large enough install base to realistically support the investment needed to make a commercial game for the general public? I think a very large number of games in the survey are driven more by inquiry and curiosity than an attempt to make a game capable of making significant revenue.
 

ArtHands

Thinks buying more servers can fix a bad patch
Surprised devs aren't focused on PSVR as the platform with biggest base.

Are PSVR owners not buying games?

If we go by pure sales number, Gear VR has got the biggest base.

It take more than sales figure for the platform decision. Stuffs like content not suitable for closed platforms, barrier of entry, cost etc.
 
As in, does it have a large enough install base to realistically support the investment needed to make a commercial game for the general public? I think a very large number of games in the survey are driven more by inquiry and curiosity than an attempt to make a game capable of making significant revenue.
Come on, it's a developers only version, definitely not a primetime consumer product yet, not even close. Plus nothing says mainstream like $3000 with no resale value.

I think that's a different question than basically "Is the Hololens vaporware?". I guess it's a semantics thing, but I think that's one worth clarifying.
 

Arulan

Member
There probably are far more interesting trends to be shown that are getting lost in the noise of the data. 4,500 VR game developers is way too many and doesn't relistically represent the number of games your typical gamer is choosing among. There should have been some filter, or categorization of the developers. For example, the survey could have asked the dev to generally state the revenue they felt their current game needed to make in order to be a success. Then the results could be grouped by the size of the developer.
If you went by total money spent developing games, I suspect that PSVR would be far higher. Most of the revenue ends up going to a very few games. These are the games that will determine the health of a platform. By including 4,500 developers in the survey and treating them all equally, this information is being hidden.
As in, does it have a large enough install base to realistically support the investment needed to make a commercial game for the general public? I think a very large number of games in the survey are driven more by inquiry and curiosity than an attempt to make a game capable of making significant revenue.
Not detestable. Just not very informative, or at least not informative in the way most people are reading the survey.

Every reply you've made to this thread makes it very clear what you consider to be the games people really care about.

I'll speak for myself, but the most interesting and innovative VR design concepts are coming from indie developers, a lot of which are new developers. Having a decent budget is always nice, but if non-VR games is any indication, it means very little for overall quality.
 

Usobuko

Banned
Was hoping Oculus Rift hitting the single digit territory.

Most people around the world should know that they don't see you as equal.
 
Thread bummed me out. I was still riding the PSVR high and crossing my fingers that devs would surprise us with so many ports and new releases this year. Was super excited about the possibility of ports, though.

Hardware sales mean little if the owners aren't buying anything or aren't willing to pay more than a couple of bucks for software. Given the limited capabilities of mobile VR right now though, I don't really blame owners for not buying much.

Yeah, I guess i'm an outlier. I bought the GEAR VR and purchased quite a few titles for it. I hate the phone, though, and have since cooled off - especially now that i've transition over to PSVR. The GEAR VR user base definitely seemed more into VR experiences and movies over gaming, unfortunately. AT least that was my casual observation from following app trends, GAF threads, and REDDIT. Despite having some genuinely great titles, GEAR VR turned into the porn viewing machine for many, which was a bummer.

Surprised devs aren't focused on PSVR as the platform with biggest base.

Are PSVR owners not buying games?

Again, anecdotal evidence from watching threads and REDDIT, but the attach rate on PSVR seems insanely high. I've bought 90% of the titles available to date, and the main chorus you hear from adoptees is GIVE ME MOAR. People on /r/PSVR get legit (and foolishly bummed) when there's no new update on the PS blog for a new release. They assume the worst about the console's future, which is silly talk.

Not so silly though, was my own assumption. I expected far more UNITY ports on the system. There were/are so many decent VR games on GEAR VR and non-room scale VR games on STEAM, that I expected more to hit PSN. Hell, as an example, I just bought a game called Crystal Rift as week ago. It was originally on STEAM, is an old-looking dungeon crawl that is more of a rogue-like dressed as a stripped down RPG than an actual meaty RPG. It has shit for combat, but I bought it out of that PSVR lust and ended up loving it. This has been a pretty common story. By all rights, this game would be terrible non-VR, but it found an audience on the PSVR platform. Check the reddit threads. So many games that wouldn't ordinarily get a pass get recommended because of that VR addiction.

My hope was/ is that some of those smaller VR games would hit PSVR and make a killing due to exposure/eager audience/new platform. This 13% support chart is really worrying.

The barrier to entry for developing PC and mobile VR content is far lower than developing for PSVR. There will always be less developers on a console.

Sony really needs to go all out courting the indie guys. That's where the fresh content is coming from. Don't get me wrong, The AAA experiences have really set the PSVR apart. I have a friend who I work with that owns Rift and VIVE and wrote off PSVR entirely. I brought mine into the office, he played it (batman, Star Wars , re7 demo) and was not only taken aback by the comfort of the headgear, but the quality of the games. Said he was TOTALLY not expecting it and is now buying the system. He was a huge VR enthusiast and PSVR naysayer before hand.

Dunno what Sony needs to do to get these indie guys to give them a chance. The UNITY thing should be a huge gateway, but perhaps the cost of the devkit is too high? I know a handful of developers who would kick ass putting their games out on the PSVR platform. E McNeill of E McNeil Games (for example) could put out a bundle pack with his tabletop-style neo RTS / strategy trilogy Tactera, Skylight, and Darknet, and make a real killing as a one man operation serving a REALLY hungry and curious audience. VTime from VTime limited would literally SLAY for those new to the social engagement potential on PSVR.

I would love to read about how the "I expect you to die" and "Werewolf Within" devs fared in the PSVR ecosystem.
 

Kazuo Hirai

I really want everyone to know how much more Titanfall 2 sold than Nioh. It was a staggering amount.
To be honest, most VR dev lose their money now
If you look steamspy ,you would know the sad truth
 

Zalusithix

Member
Despite having some genuinely great titles, GEAR VR turned into the porn viewing machine for many, which was a bummer.
Mobile VR in a nutshell right now. Hell, they even give out VR shells for free upon membership to most of the sites.
My hope was/ is that some of those smaller VR games would hit PSVR and make a killing due to exposure/eager audience/new platform. This 13% support chart is really worrying.
I wouldn't read too much into the 13%; the poll is making it a "check one" option where you can't really show multi-platform support. Lots of devs saying that they're making a game exclusively for PSVR would be a bad thing IMO. That basically translates to "This isn't going to show up on PCVR (any time soon)." Meanwhile I'd treat anything under the Vive option as potentially supporting more than PCVR. Certainly not everything will carry over for reasons ranging from technological limitations to logistical problems, but I'm positive some of them will.

Edit: The 13% poll is not a "check one", but refers to current games and thus is kind of pointless. The 15% future game poll is a "check one" type though and what I was addressing. Stupid inconsistency in polling.
To be honest, most VR dev lose their money now
If you look steamspy ,you would know the sad truth
The sheer numbers mean that there's a lot of good content available, but frankly most of the VR games on Steam are trash that really don't deserve to be successful. That said, no, not every good game is going to be viable in VR right now. The market is small enough that higher budget games are a real gamble. Even ones with smaller budgets aren't guaranteed to be financially viable; such is the risk with a new market. There is money to be made though if you game gains traction, and there are non-monetary benefits to being in on the ground floor of VR development.
 
This bodes well for PC VR. I know a lot of people don't like Oculus here, but the two (Vive and Oculus) do have a shared market and the near 100% overlap in compatible games is keeping things going.

What's great about VR right now is that developers are exploring uncharted territory; the games aren't yet formulaic and it isn't all about the money. If it is, it's more of an endurance run/getting in early rather than a quick sprint to profit.

Like the guy above me said, most developers aren't making money on VR because a lot of the games just aren't good enough, be it length, depth, or proper utilization/implementation for VR. Because of this and the hardware expense for customers, units aren't moving enough to allow for enough profit for most developers to jump in. It's a bit of a vicious cycle, and we need some games that exhibit the potential of the medium in a big, big way to break out of that cycle, or of course much cheaper hardware.

After playing over 30 hours of Onward (multiplayer fps military sim), I'm hopeful but also a little confused about how 1 dude can make something that feels like an undeveloped killer app, and a vast majority of other developers haven't come close to that with much greater funding/budgets.
 

Maiden Voyage

Gold™ Member
I'm curious what the Sony lineup is. I am hoping they don't go the same route they did with the Vita, as VR success on home consoles is important to the whole ecosystem.

I'm also surprised Oculus is not higher as they seem to be funding more 'exclusive' titles than anyone.
 
I'm curious what the Sony lineup is. I am hoping they don't go the same route they did with the Vita, as VR success on home consoles is important to the whole ecosystem.

I'm also surprised Oculus is not higher as they seem to be funding more 'exclusive' titles than anyone.

Funding yes, but creating an "exclusive" game for the Vive and therefore Steam VR makes a lot more sense for most developers right now because a majority of these games still work well on the Rift with no or very few tweaks. Almost every Rift owner uses Steam VR, but I would say many fewer Vive owners use Revive.
 
I really hope VR doesn't fail and all HTC, Oculus and PSVR are a tremendous success. I've tried them several times at some friends houses and I love it, but I can't afford it right now.
Looks like HTC is getting a little more attention than Oculus. What really surprised me it the %s Hololens is getting. As amazing as it sounds, I'd have expected less interest in a device which is not going to be sell commercially to the consumer until 2020-2022 iirc
 
Come on, it's a developers only version.

Good thing they polled at GDC, then.

What is most interesting to me personally is that Gear VR appears to be heavily on the decline. When you consider that it currently has by far the largest consumer base of them all it shows that hardware sales aren't everything.

Yup. VR is an industry that is focused on a premium experience with high levels of engagement (similar to gaming on a PC). With those kinds of values, things like hardware sales are largely overblown metrics to judge success.
So it makes perfect sense that the platform developers are most interested in is the one that has the most capabilities.
 
Top Bottom