Despite there being a few alternatives (Neos, Chillout, etc.), nothing reaches the scale of VRChat's community, platform, and developer ecosystem.
Whoever buys VRChat wins VR.
Despite there being a few alternatives (Neos, Chillout, etc.), nothing reaches the scale of VRChat's community, platform, and developer ecosystem.
Whoever buys VRChat wins VR.
It’s popular because you can do whatever you want, which is the antithesis of companies like Alphabet/Microsoft/Meta.
More numbers can be found at https://www.metaversed.consulting/blog/metaverse-universe-q1...
Together they basically make up a basic Meta Verse already.
AltSpace and many others were actually pretty comparable technically, for a time anyway. Just never hit critical mass
>nothing reaches the scale of VRChat's community, platform, and developer ecosystem.
Neos and Chillout require VR. Most VRChat players play the game without VR.
I can only talk about neos, most players play in VR yes. (Source from the API directly)
For Chillout I don't know how to check this infromation
Look at the last graph which compares the total vrchat player count to the steam player count. All non Steam users are Quest users. There are more Steam users than Quest users even that the Quest is a much bigger VR platform than PCVR. The Steam player count is so high because it is counting desktop users who do not use VR.
This data does not support my argumunt that most vrchat players play on desktop. I would be curious about focusing on just the Steam users and seeing what percentage of them used VR.