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VR Gaming Statistics 2026: Shrinking Base, Rising Spend

In 2024 the consumer VR industry sold 6.9 million headsets to consumers and finished the year with 1.7 million fewer headsets in active use than it started with. That pair of numbers, both Omdia’s, is the whole story: VR’s software market is not growing by adding people, it is growing by extracting more from the people who stayed — content spend rose 7.1% to $904 million while the active base fell 7.2% to 21.9 million, so spending per surviving headset climbed 15.4% (16Best analysis). And $904 million is still below the $934 million Omdia measured for 2022, so even the growth year did not get the category back to where it was. The popular explanation — headsets gathering dust in drawers — is half right and it misses the important half. Meta says Quest hit its all-time high in unique users in 2025 and that Horizon Store gross revenue was still only “up very slightly”. The hours are there. The money is not following them.

VR gaming statistics 2026: key insights

  • Global consumer VR content spend was $904 million in 2024, up 7.1% from $844 million in 2023 — but still 3.2% below the $934 million of 2022 (Omdia). Two years on, the category has not recovered its own peak (16Best analysis of Omdia data).
  • That $904 million is 0.48% of the $187.7 billion global games market Newzoo measured for the same year (16Best analysis of Omdia and Newzoo data).
  • The number of VR headsets in active use fell to 21.9 million in 2024 — Omdia states the fall as 8%, and against its own published 2023 figure of 23.6 million the arithmetic gives 7.2% — in a year when 6.9 million new headsets sold (Omdia, December 2024).
  • Netting sales against that decline implies 6.5 million to 8.6 million headsets dropped out of active use during 2024, or 28% to 36% of the base that started the year. The range spans one stated assumption — what share of new units activate in their year of sale — and is a derivation, not a measured figure (16Best analysis).
  • Content spend per active headset was $41.28 in 2024, up 15.4% from $35.76 in 2023 — the rise comes mostly from a shrinking denominator, not new demand (16Best analysis of Omdia data).
  • That $41.28 is 75% of the $54.72 an average player worldwide generated in 2024, a population that is majority free-to-play mobile. Note the units differ: $41.28 is per headset, $54.72 is per person (16Best analysis of Omdia and Newzoo data).
  • Omdia put console content spend at $37.4 billion in 202441× global VR content spend, same analyst, same year (16Best analysis).
  • Meta reported Quest customers spent 30% more monthly time in VR in 2024 while total payments on the platform rose about 12%. Dividing the two gives a 13.8% fall in spend per unit of time — and that is the conservative end, because Meta’s time figure is per customer while its payments figure is platform-wide (16Best analysis of Meta GDC 2025 figures).
  • Meta stated in February 2025 that over 70% of time spent on Quest is in free-to-play apps. Quest’s biggest free-to-play hit, Gorilla Tag, had passed $100 million in gross revenue by June 2024 — against the $255 million lifetime figure reported for paid leader Beat Saber as of October 2022.
  • Meta announced Quest store milestones of $1B (Feb 2022), $1.5B (Oct 2022) and $2B (Sept 2023) — and had announced no new milestone in the 30 months to GDC in March 2026. That is an absence of disclosure, not a measured plateau (16Best analysis of Meta announcements).
  • Over 100 titles grossed $1 million or more on the Meta Horizon Store during 2025, while Horizon Store gross revenue was, in Meta’s own words, “up very slightly” year on year despite record unique users. Meta put no number on its own store; the 1% it quoted alongside is Circana’s estimate for the wider industry, not a Horizon Store figure (Meta, GDC 2026).
  • Meta headsets were 63.65% of all VR headsets connected to Steam in April 2026 — Quest 3 at 28.58%, Quest 2 at 22.09%, Quest 3S at 12.98% — and the 2020-model Quest 2 gained share by June 2026 (16Best analysis of Steam Hardware Survey reporting).

Where does VR gaming actually stand in 2026?

It is a small, stable, single-vendor software market of roughly a billion dollars a year, attached to a hardware category that is no longer growing. Not dying — the distinction matters, and most coverage gets it wrong in one direction or the other.

Start with the shape of the thing. Omdia, which has tracked consumer VR headset and content revenue for years under the same definitions, measured $934 million of global consumer VR content spend in 2022, $844 million in 2023 and $904 million in 2024. Read that sequence slowly: down 9.6%, then up 7.1%, for a net 3.2% decline across two years (16Best analysis of Omdia data). The much-quoted 2024 rebound is a partial recovery inside a flat-to-shrinking series, not a turn.

Meta, the platform holder for most of that money, told developers at GDC in March 2026 that 2025 saw its all-time highest number of unique users and that Horizon Store gross revenue was up “very slightly” on 2024. Meta chose its comparator carefully: it set that alongside Circana’s estimate of about 1% industry growth. That benchmark is narrower than it sounds — Circana tracks US consumer spending on game hardware, content and accessories, which it put at $60.7 billion in 2025, up 1.4%, so a global software store was being measured against a single country’s all-categories total. Meta never put a number on its own store. We report the qualitative claim as the claim, and every figure on this page that needs a Horizon Store growth rate treats it as a range, not a point. Nothing in that sequence looks like collapse. Nothing in it looks like a growth market either.

Now the part that is genuinely surprising. Over the same window, the hardware moved the other way. Headset sales fell from 10.1 million units in 2022 to 7.7 million in 2023 and 6.9 million in 2024 — a compound decline of 17.3% a year (16Best analysis of Omdia data). IDC counted 1.7 million Quest headsets shipped in the first three quarters of 2025, down 16% on the same period of 2024, in a year with no new Meta headset. So the software market held roughly flat while the hardware market contracted for three straight years. Those two facts only fit together one way, and finding out which way is the rest of this page.

How many VR headsets are actually being used?

About 21.9 million worldwide at the end of 2024, down 8% on the year — and that decline happened while 6.9 million new headsets were shipping. Omdia’s two December press releases give a clean like-for-like pair: an active installed base of 23.6 million in 2023, falling to 21.9 million in 2024, which the firm attributed largely to a low share of Quest 2 owners upgrading.

YearHeadsets sold (M)Active headsets (M)Content spend ($M)Content per active headset
202210.1
20237.723.6844$35.76
20246.921.9904$41.28
Change 2023–24−10.4%−7.2%+7.1%+15.4%

All raw figures are Omdia’s consumer VR forecast, published 20 December 2023 (2022 and 2023 rows, and the 23.6 million active base) and 20 December 2024 (2024 row). The two releases reconcile: 21.9 ÷ 23.6 = −7.2%, which Omdia rounds to 8%. The final column and the change row are 16Best calculations. “Headsets sold” is Omdia’s consumer sell-through measure and excludes enterprise units; it is not the same as the shipment figures IDC publishes, which include channel inventory. “Active” means in use, not units ever sold — cumulative units sold is a much larger number that nobody publishes in full.

Our math: hold the two columns together. The base opened 2024 at 23.6 million and closed at 21.9 million, a net loss of 1.7 million. During that year 6.9 million headsets were sold. If every one of those had activated inside the year, then 8.6 million headsets left active use in 2024 — about 36% of the opening base, or roughly 23,600 headsets going quiet every day. Not every new unit activates in the same calendar year, so assume a more conservative 70% in-year activation and the figure is 6.5 million, or 28%. Either way, VR’s annual churn out of active use runs in the high tens of percent, and it is large enough to swallow a full year of sales and still shrink the base (16Best analysis of Omdia data).

Roughly 8.6 million VR headsets fell out of active use in 2024 — about 36% of the base that started the year, and more than the 6.9 million that were sold.

16Best analysis · VR Gaming Statistics 2026
Consumer VR headset sales by year (millions of units)
Consumer VR headset sales by year (millions of units) 20222022: 10.1M10.1M20232023: 7.7M7.7M20242024: 6.9M6.9M

Consumer sell-through, excluding enterprise units. Bars rather than a line because Omdia has not published a comparable 2025 figure on the same basis and we do not extend a series we cannot source. Source: Omdia consumer VR headset and content revenue forecast, press releases of 20 December 2023 and 20 December 2024.

16Best Gaming · Data

This is why installed-base talk misleads. Meta’s VP of VR told employees in an internal presentation reported in March 2023 that the company had sold nearly 20 million Quest headsets. That number is real and it is still quoted. It is also a cumulative sales total, and Omdia’s figure says the entire world — Quest, PSVR2, Valve Index, Pico, Vive, everything — had around 21.9 million headsets in active use at the end of 2024. Units sold and units used are separated by years of attrition, and only one of them buys games.

If the base is shrinking, how is VR content spending still rising?

Because the people who stay spend more each year, and they are a rising share of a falling population. Content spend per active headset went from $35.76 in 2023 to $41.28 in 2024, up 15.4%, while total spend grew only 7.1%. Slightly more than half of that per-headset improvement is arithmetic: the denominator fell.

That is a real business, and it is not a growing one in the way the category needs. A platform whose revenue rises because casual owners quit is concentrating, not scaling. It also has a visible ceiling, and Meta’s own announcement history draws it.

Quest store milestoneAnnouncedMonths since previousImplied run rate
$1.0 billion cumulative2 February 2022 (earnings call)
$1.5 billion cumulative11 October 2022 (Connect)8.3~$60M / month
$2.0 billion cumulative27 September 2023 (Connect)11.5~$43M / month
No new milestone announcedthrough GDC, March 202630+not disclosed

Milestones as announced by Meta and reported by Road to VR and TechCrunch. Run rates are 16Best calculations: $500 million divided by the elapsed months between announcement dates. One caveat that cuts against our own reading: Meta said the store crossed $1 billion during Q4 2021 and only announced it on the February 2022 earnings call, so the first interval is shorter than the true elapsed period and the first run rate is an upper bound. The measured slowdown is therefore a maximum, not a floor. The final row is the absence of an announcement, not a measured figure — Meta repeated the “over $2 billion” line at GDC in March 2025, and as of GDC in March 2026 had still not claimed $3 billion. Read it as a disclosure signal, not a revenue number. These are gross store figures before Meta’s platform cut, and cover the Quest store only.

Cumulative Quest store content revenue at each announced milestone
Cumulative Quest store content revenue at each announced milestone $0B$0.4B$0.8B$1.2B$1.6B$2B Feb 2022: $1BOct 2022: $1.5BSep 2023: $2B Feb 2022Oct 2022Sep 2023

Three announced milestones, plotted at the date Meta stated them, so the x-axis is unevenly spaced. No point is projected and nothing is interpolated. Meta has announced no further milestone as of March 2026. Sources: Meta earnings call February 2022, Meta Connect October 2022 and September 2023, via Road to VR and TechCrunch.

16Best Gaming · Data

What the number hides: the second $500 million of Quest store revenue was announced 8.3 months after the first. The third took 11.5, a run rate roughly 28% slower — and because Meta crossed $1 billion months before it said so, the real deceleration is somewhere between zero and that 28%. The fourth $500 million has been unannounced for thirty months and counting (16Best analysis of Meta milestone announcements). We cannot say the store has stalled; Meta simply stopped publishing the number, and it did tell GDC 2026 that Horizon Store gross revenue rose “very slightly” in 2025. But a company that announced a milestone every eight to twelve months and then went quiet for two and a half years is telling you something about the slope, and every developer planning a VR budget has read that silence the same way.

What is a VR headset worth to developers each year?

About $41 in content spend per active headset in 2024 — roughly $3.44 a month, or one full-price VR game a year. Put that beside the only two benchmarks that share the same year and it stops being an abstraction.

Basis (all 2024)Spend per unit / personNumeratorDenominator
Active VR headset$41.28$904M global VR content spend (Omdia)21.9M active headsets (Omdia)
Average player worldwide$54.72$187.7B consumer spend (Newzoo)3.43B players (Newzoo)
Current-generation console (indicative)~$120$37.4B console content spend (Omdia)304.2M PS5 + Xbox Series + Switch family units

All three ratios are 16Best calculations. Rows one and two are clean: numerator and denominator share a year and a source. Row three is deliberately labelled indicative and should not be quoted as a precise figure — its numerator is Omdia’s 2024 console content spend while its denominator is lifetime hardware units through March 2026 from Sony IR, Nintendo IR and VGChartz estimates, as carried on our console market share page. Two errors run in opposite directions: the denominator omits tens of millions of PS4 and Xbox One owners who still buy games, which pushes the figure up, and it counts units sold rather than units in active use, which pushes it down. Treat it as an order of magnitude. Rows one and three also differ in kind — VR is measured on its active base, its most flattering denominator, while consoles are measured on units ever sold.

An active VR headset generated $41.28 of content spend in 2024 — 75% of the $54.72 an average player worldwide generated in the same year, in a population that is majority free-to-play mobile.

16Best analysis · VR Gaming Statistics 2026

Read this carefully: a person who has spent $300 to $500 on dedicated gaming hardware, and who is still using it, buys less software per year than the global average human who plays games — a population where roughly half play free mobile titles and never pay anything. $41.28 against $54.72, both 2024, both computed the same way (16Best analysis of Omdia and Newzoo data). Every other premium platform inverts that: buying the box is a filter that selects for people who spend. In VR the filter barely works, and that single ratio explains more about VR studio economics than any headset-sales chart.

Content spend per unit per year, 2024 (US dollars)
Content spend per unit per year, 2024 (US dollars) Active VR headsetActive VR headset: $41.28$41.28Average player worldwideAverage player worldwide: $54.72$54.72Current-gen console (indicative)Current-gen console (indicative): $120$120

16Best analysis. Bar one: Omdia global VR content spend of 904 million dollars divided by 21.9 million active headsets, both 2024. Bar two: Newzoo global consumer spend of 187.7 billion dollars divided by 3.43 billion players, both 2024. Bar three is indicative only and mixes scopes: Omdia 2024 console content spend of 37.4 billion dollars over 304.2 million current-generation consoles sold through March 2026, which excludes PS4 and Xbox One owners who still buy games. Do not quote bar three as precise.

16Best Gaming · Data

Scale it once more for proportion. The entire world spent $904 million on VR content in 2024. Our indie game statistics page puts Black Myth: Wukong’s gross at roughly $1 billion. One Chinese action game out-earned every VR game on Earth combined, and Omdia’s own console content figure for the same year, $37.4 billion, is 41× the whole VR content market.

If usage hit a record, why did store revenue barely move?

Because the additional hours are going into free apps, and Meta has published both halves of that trade. At GDC in March 2025 the company said Quest customers spent 30% more monthly time in VR in 2024 than the year before, and that total payments on the platform were up about 12%. Those two figures do not describe a healthy platform; they describe a diluting one.

Convert it first: 1.12 ÷ 1.30 = 0.862. Content spend per unit of time in VR fell by at least 13.8% in a single year on Meta’s own disclosures (16Best analysis of Meta GDC 2025 figures). Treat that 13.8% as the smallest the drop can be, and here is exactly why: Meta’s 30% is the extra monthly time an individual customer spent, while the 12% is payments across the whole platform. 2024 was also the year Meta says the majority of new devices went to first-time Quest owners. More customers each spending 30% longer means total platform hours grew by more than 30%, which drives spend per hour down further, not less. The direction is not in doubt; only the size is, and it lands below 0.862. This inverts the pattern in the wider industry, where spend has generally grown faster than time. VR added attention faster than it added revenue, and it added attention specifically in the places that do not charge for it.

Quest customers spent 30% more monthly time in VR in 2024 while platform payments rose about 12% — spend per hour of VR fell by at least 13.8% in one year.

16Best analysis of Meta GDC 2025 data · VR Gaming Statistics 2026

The mechanism is not mysterious. Meta stated in February 2025 that over 70% of time spent on Quest is in free-to-play apps, a figure its director of games repeated on stage at GDC three weeks later. Meta has not restated it since, so treat it as a 2025 reading rather than a 2026 one — nothing in the 2026 disclosures suggests it moved back. Quest’s biggest game is Gorilla Tag: free, monetised entirely through cosmetic in-app purchases, past $100 million in gross revenue by June 2024, with 10 million lifetime players, 3 million monthly and 1 million daily, and an average session near 60 minutes. In March 2025 Animal Company — also free, also cosmetics-only — passed a million monthly users and took the top-grossing slot on Quest for a week, having quadrupled its audience since December 2024.

Set the two scopes side by side: Gorilla Tag’s 3 million monthly active players in June 2024 is about 14% of the 21.9 million headsets Omdia counted in active use worldwide that year — one free game reaching roughly one active headset in seven. Its $100 million lifetime gross is equivalent to about 5% of the $2 billion cumulative Quest store total Meta last claimed in September 2023 (16Best analysis). Both comparisons cross scopes and dates — Gorilla Tag’s players span Quest and PC VR, and its revenue milestone postdates Meta’s — so read them as orders of magnitude. The order of magnitude is the point: in most markets a title with that reach anchors the paid catalogue. Here it replaces it.

The 2025 disclosures sharpen it. Meta says in-app purchases grew over 10%, the number of apps clearing $500,000 in IAP rose 20%, subscription revenue grew double digits — and total store gross grew about 1%. Those cannot all be true and leave premium sales flat.

Run the algebra, with the assumption stated: Meta does not publish the IAP share of store gross, so this is conditional. If IAP were 30% of the store in 2024, a 10% IAP rise and a 1% total rise require the rest of the store to fall about 2.9%. At a 40% share the implied fall is 5.0%; at 45%, 6.4%. Meta says premium app sales are still the largest single revenue driver, which caps the IAP share below half, and adding the double-digit subscription growth pushes the implied premium decline further down. So across every plausible assumption, paid VR game sales on Quest shrank somewhere in the region of 3% to 6% in 2025 while the platform hit record users (16Best analysis; conditional on an unpublished IAP share, not a Meta figure).

Who actually earns money making VR games?

Roughly a hundred titles a year, out of a store catalogue in the thousands. Meta told GDC 2026 that over 100 titles generated more than $1 million in gross revenue on the Horizon Store during 2025. That is the clearest public measure of the VR content economy’s width, and it has not moved much: at GDC 2022 Meta said 124 apps had earned $1 million or more in lifetime revenue and eight had passed $20 million.

Meta disclosure20242025What changed
Store revenue growth+12% (payments to developers)~+1% (Horizon Store gross)Growth essentially stopped
Unique usersRecord share of first-time buyersAll-time highUsers up, revenue flat
Monthly time in VR+30%Not disclosed
In-app purchasesNot disclosed separately+10%; apps above $500k IAP +20%The only growing line
Titles over $1M gross in the yearNot disclosed100+
Oculus Publishing titles shipped100+140+First-party funding rising
Free-to-play share of time~70%70%+Held at the top

Both columns are Meta’s own statements to developers, from the GDC 2025 audience-insights post (19 March 2025) and the GDC 2026 State of VR post (March 2026), as reported by UploadVR and Road to VR. They are not directly comparable line by line: the 2024 growth figure is described as payments to developers and the 2025 figure as Horizon Store revenue, and Meta changed which metrics it disclosed between years. Meta publishes no absolute user count, no MAU and no retention percentage; every “record” here is a relative claim we cannot independently size. Also note 2024 was a headset launch year (Quest 3S, October 2024) and 2025 was not, which Meta offers as the explanation for the flat comparison.

Reality check on the hundred: at least $100 million of gross revenue sits inside those 100-plus titles, since each cleared $1 million and several cleared far more. Against the roughly $904 million the entire world spent on VR content in 2024, that floor alone is over a tenth of the global market held by about a hundred products — and the numerator is one store while the denominator is every store on Earth, a year apart, so the true concentration is higher than the arithmetic shows (16Best analysis; cross-scope, read as a floor). For comparison at a different threshold entirely, Valve told GDC 2026 that 5,863 games earned over $100,000 on Steam in 2025. Different platform, different bar, not a like-for-like ratio — but it is the scale gap a studio is choosing between.

How dependent is VR on one company?

Almost entirely. Meta was 63.65% of every VR headset connected to Steam in April 2026 — on a platform Meta does not own and did not build for. Concentration on Meta’s own store is definitionally total; the interesting measurement is the one taken somewhere else.

HeadsetShare of Steam-connected VR headsets, April 2026June 2026Vendor
Meta Quest 328.58%27.98%Meta
Meta Quest 2 (2020)22.09%23.54%Meta
Meta Quest 3S12.98%Meta
Valve Index11.77%Valve
Meta top three combined63.65%One vendor

Shares are of VR headsets connected to Steam, not of all Steam users — a different and much smaller denominator. Figures as reported from Valve’s monthly Hardware Survey by The FPS Review (April 2026) and Tech Insider (June 2026); the combined 63.65% is a 16Best sum of the three Meta rows and matches the “more than 63%” reported at the time. Road to VR, which corrects the survey for Steam’s changing population, put Meta at about 70% of monthly-connected headsets in March 2025. Steam’s survey is volatile by construction: UploadVR showed the VR share halving to 1.05% in February 2026 purely because Chinese users, who use PC VR far less, rose to 54.60% of the surveyed population during Chinese New Year. It recovered when the mix did.

Share of VR headsets connected to Steam, April 2026
Share of VR headsets connected to Steam, April 2026 Meta Quest 3Meta Quest 3: 28.58%28.58%Meta Quest 2Meta Quest 2: 22.09%22.09%Meta Quest 3SMeta Quest 3S: 12.98%12.98%Valve IndexValve Index: 11.77%11.77%

Share of connected VR headsets, not share of all Steam users. Around 2 percent of Steam systems reported a VR headset in January 2026. Bars do not sum to 100 because the long tail of Vive, Pico, Pimax and Windows Mixed Reality devices is omitted. Source: Valve Steam Hardware Survey as reported by The FPS Review, 2 May 2026.

16Best Gaming · Data

The catch: the six-year-old Quest 2 gained share between April and June 2026, from 22.09% to 23.54%, while the current flagship Quest 3 slipped from 28.58% to 27.98%. A hardware base where the 2020 model is growing relative to the 2023 model is not refreshing — which is precisely the mechanism Omdia named for the shrinking active base, a low Quest 2 upgrade rate (16Best analysis of Steam Hardware Survey reporting). Two independent datasets, one measured by Valve and one modelled by Omdia, arriving at the same diagnosis.

Outside Steam the picture is the same shape. IDC put Meta at 60.6% of the combined AR/VR headset and display-less smart glasses segment in Q2 2025, with Xiaomi second at 7.7% — a broader scope than VR headsets alone, and the vendor-share figure IDC published openly. Sony’s alternative went nowhere: Bloomberg reported on 18 March 2024 that Sony had paused PSVR2 manufacturing to clear unsold stock after producing well over two million units. Against the 59.2 million PS5 consoles shipped through 31 March 2024, that is an attach rate of at most 3.4%, and “produced” is not “sold” — the production halt existed because the units were not selling, so the real attach rate is lower (16Best analysis of Bloomberg reporting and Sony IR data via our console market share page). Sony has published no PSVR2 figure since.

Do the VR forecasts survive contact with the data?

The specialist one does, after it cut itself by 43%. The market-sizing ones do not survive their own arithmetic. One section on forecasts, because forecasts are the least interesting thing about this market.

Omdia is the honest case. In December 2023 it projected consumer VR content revenue reaching $2.3 billion by 2028. Twelve months later, the same analyst published $1.3 billion by 202943% lower and a year later. Getting from $904 million in 2024 to $1.3 billion in 2029 needs a 7.5% compound rate, and the last observed year delivered 7.1% (16Best analysis). That is a forecast that assumes the present continues, which is the only kind worth much here.

EstimateScopeFigureImplied growth
Omdia, Dec 2024Global consumer VR content spend$904M (2024) → $1.3B (2029)7.5% / yr
Omdia, Dec 2023Same scope, prior vintage$844M (2023) → $2.3B (2028)22.2% / yr
IDC, Sept 2025AR and VR apps and services, all sectors~$12B (2025), +19.7%Industries over half of it
Grand View Research“VR in gaming”, hardware + software$32.5B (2024) → $109.6B (2030)21.6% / yr
Mordor Intelligence“VR in gaming”, hardware + software$35.47B (2025) → $88.74B (2031)16.6% / yr

Rows are not additive and not comparable — that is the table’s job. Omdia measures consumer spending on VR content only, excluding hardware, enterprise and AR. IDC’s figure covers apps and services across AR and VR and all sectors, and IDC itself notes that industry verticals such as engineering, healthcare, manufacturing and retail account for over half of AR/VR solution spending. Grand View and Mordor are top-down market-sizing models that bundle headset hardware into “VR gaming”. The two Omdia rates in the final column are 16Best calculations from that firm’s own endpoints; the Grand View and Mordor rates are the CAGRs those firms publish themselves, which differ slightly from a straight endpoint calculation because their stated growth windows start in 2025.

Stress-test the biggest one: Grand View sizes “VR in gaming” at $32.5 billion in 2024 and states hardware took over 55% of it. Take exactly 55% and that is $17.9 billion of VR gaming hardware sold in 2024. Omdia counted 6.9 million consumer headsets sold that year. Divide: an average selling price of $2,590 per headset (16Best analysis). The Quest 3S launched at $299 and the Quest 3 at $499, and Meta was the majority of units. Even Apple’s $3,499 Vision Pro cannot rescue the average — IDC counted about 4,500 Vision Pro units in Q4 2025. Either Grand View’s hardware line counts PCs and consoles bought partly for VR, or the market size is not measuring what its title says. The residual software line has the same problem: at 45% of $32.5 billion it implies $14.6 billion of VR gaming software in 2024, about 16× the $904 million Omdia measured directly.

Why do VR gaming statistics disagree so much?

Because six different things get published under one label, and the gap between the largest and smallest reading of “the VR gaming market” in 2024 is roughly 36-fold. This section is the finding, not the housekeeping.

  • Shipments, sales, installed base and active users are four different numbers. Shipments include units sitting in a warehouse — the reason Sony could have produced over two million PSVR2s while pausing the line for unsold stock. Sell-through is what consumers bought. Installed base is everything ever sold. Active base is what is switched on, and it is the only one that buys software. In 2024 the gap between them was large enough that 6.9 million units sold coincided with a 1.7 million fall in active headsets. Any sentence pairing a cumulative sales figure with a revenue figure is comparing a decade of hardware against one year of software.
  • VR gaming is not XR, and XR is mostly not gaming any more. This is the single biggest inflator of headline figures. IDC’s ~$12 billion for 2025 covers AR and VR, apps and services, across every sector, with industry verticals over half of it. IDC also forecast the combined AR/VR headset and smart-glasses category growing 39.2% in 2025 to 14.3 million units — on the strength of display-less smart glasses, which it expected to grow 247.5% in a year while Quest shipments fell 16%. A number that grew 39% and a number that shrank sit inside the same press release, and both get quoted as “the VR market”.
  • Hardware and software get bundled into one “market size”. Grand View and Mordor both count headsets inside “VR in gaming”, which is how a category whose software grossed under a billion dollars gets sized in the tens of billions. Omdia keeps content separate, which is why its number looks small and is the one we build on.
  • Standalone, PC-tethered and console VR are counted differently. Steam’s Hardware Survey sees a Quest connected by Link cable as a PC VR headset; Meta’s store sees the same device as standalone. The same physical headset appears in both datasets, and its owner may buy software in either place or both.
  • Platform figures versus third-party estimates. Meta publishes relative claims — “record users”, “up 12%”, “over 100 titles” — and almost no absolutes. It has never published MAU, a retention percentage, or a headset sales total since the internal ~20 million figure that leaked in 2023. Third parties model the rest. When you see a precise VR retention statistic quoted anywhere, check whether anyone actually measured it; on our reading of the public record, nobody has published one.
  • Survey denominators move. Valve’s Hardware Survey is a share of whoever it sampled that month. VR usage appeared to halve to 1.05% in February 2026 for no reason other than Chinese users rising to 54.60% of the sample over Chinese New Year. Percent-of-Steam-users and percent-of-connected-headsets are also different metrics and are routinely swapped.
  • Fiscal years and disclosure vintages. Sony reports to 31 March, Meta to 31 December, Omdia publishes in December for the year then ending. Our PSVR2 attach-rate calculation deliberately uses PS5 shipments through 31 March 2024 against a March 2024 production figure rather than the current 93.7 million PS5 total, because the later denominator would understate the attach rate.

Our house basis for this page: Omdia’s consumer VR series for market-level figures because it separates content from hardware and holds its definitions steady across years; Meta’s own developer statements for platform figures, always labelled as the platform’s own claim; IDC for shipments; and every ratio computed with numerator and denominator from the same year wherever the data allows, with the exceptions flagged in the table notes. For the platform comparison that frames all of this, see our console market share and Steam statistics analyses.

Key takeaways

  • The active base is the number that matters, and it fell. 23.6 million active headsets in 2023, 21.9 million in 2024 — a 7.2% decline in a year that sold 6.9 million headsets. Roughly 6.5 to 8.6 million headsets left active use, 28% to 36% of the opening base (16Best analysis of Omdia data).
  • Growth is coming from survivors, not newcomers. Content spend per active headset rose 15.4% in 2024, to $41.28, while total content spend rose only 7.1%. Most of that per-headset gain is a shrinking denominator.
  • An active VR headset is worth less than an average human who plays games. $41.28 against $54.72 in 2024. On premium platforms, buying the hardware filters for people who spend. In VR that filter barely works.
  • Usage is genuinely at a record and it does not convert. Quest time in VR rose 30% in 2024 while payments rose 12%, so spend per hour fell at least 13.8%. In 2025 unique users hit an all-time high and store revenue grew about 1%.
  • The free tier ate the platform. Over 70% of Quest time sits in free-to-play apps, and the top-grossing game — Gorilla Tag, past $100 million by June 2024 — is free, cosmetics-only, and reached roughly one in seven of the world’s active headsets.
  • Paid VR games probably shrank in 2025. With IAP up 10%, subscriptions up double digits and the total up about 1%, the premium line implies a fall of roughly 3% to 6% — conditional on an IAP share Meta does not publish (16Best analysis).
  • One vendor is the market. Meta held 63.65% of Steam-connected headsets in April 2026 and 60.6% of IDC’s combined AR/VR headset and smart-glasses segment in Q2 2025. The 2020 Quest 2 gained share on Steam through mid-2026 while the Quest 3 lost it — a base that is not refreshing.
  • Most published VR market sizes are measuring something else. Grand View’s $32.5 billion for 2024 implies a $2,590 average headset price against Omdia’s 6.9 million units. IDC’s ~$12 billion includes AR, services and enterprise, over half of it industry verticals. Omdia measured $904 million of consumer VR content.
  • So the spine, proven: VR’s constraint was never how many headsets shipped. It is what a headset does after the sale — and the data says the ones still switched on are playing more and paying less, while the rest quietly leave. A platform can hit record engagement and record users and still have a software market that grew 1%, because the growth arrived in apps that do not charge admission.

Frequently asked questions

How many VR headsets are actually being used in 2026?

The most recent published figure is Omdia's, which put the global consumer VR active installed base at 21.9 million headsets in 2024, down about 8% from 23.6 million in 2023. That is headsets in active use, not headsets ever sold. Cumulative sales are much larger: Meta's VP of VR told employees in early 2023 that the company had sold nearly 20 million Quest headsets by itself, and roughly 6.9 million more headsets were sold industry-wide in 2024 alone. The gap between those two kinds of number is the most misread statistic in VR.

How much money do people spend on VR games?

About $904 million worldwide in 2024, up from $844 million in 2023, according to Omdia's consumer VR content forecast. Spread across 21.9 million active headsets that works out at $41.28 per headset per year, or roughly $3.44 a month. For scale, Omdia put console content spend at $37.4 billion in the same year, about 41 times the entire VR content market, and VR content came to about 0.48% of the $187.7 billion global games market Newzoo measured for 2024.

Is VR gaming growing or dying in 2026?

Neither, on the current evidence. Content spending grew 7.1% in 2024 and Meta reported its Horizon Store revenue up about 1% in 2025 alongside an all-time high in unique users, so the software market is not collapsing. But headset sales fell from 10.1 million units in 2022 to 6.9 million in 2024, a compound decline of 17.3% a year, and the active installed base shrank 8% in 2024. The accurate description is a small, roughly flat software market attached to a contracting hardware category, with the money increasingly concentrated among users who stay rather than spread across new ones.

How many VR games make real money?

Meta told GDC 2026 that over 100 titles grossed more than $1 million on the Meta Horizon Store during 2025. At GDC 2022 it said 124 apps had passed $1 million in lifetime revenue and eight had passed $20 million. Those hundred-odd titles account for at least $100 million of gross revenue, which is more than a tenth of the roughly $904 million spent on VR content worldwide in 2024, from a store catalogue running to thousands of entries. Concentration is the norm: Quest's highest-grossing game, Gorilla Tag, is free to play and had passed $100 million in gross revenue by June 2024.

What percentage of Steam users have a VR headset?

Around 2% of surveyed Steam systems reported a VR headset in January 2026, and Omdia cited 1.5% in December 2024. The metric is volatile because Valve's Hardware Survey measures whoever it sampled that month: the VR share appeared to halve to 1.05% in February 2026 purely because Chinese users, who use PC VR far less, rose to 54.60% of the sample during Chinese New Year. Among Steam users who do connect a headset, Meta devices held 63.65% in April 2026, split across Quest 3 at 28.58%, Quest 2 at 22.09% and Quest 3S at 12.98%.

What is the PSVR2 attach rate on PS5?

At most about 3.4%, and almost certainly lower. Bloomberg reported on 18 March 2024 that Sony had paused PSVR2 manufacturing to clear a backlog of unsold units after producing well over two million. Against the 59.2 million PS5 consoles Sony had shipped through 31 March 2024, that is a ceiling of 3.4%, and units produced are not units sold, which is precisely why the production line stopped. Sony has published no PSVR2 sales or shipment figure since, and IDC's tracking put 2023 shipments at roughly 1.7 million.

Why do VR market size figures vary so much between sources?

Six reasons, and together they produce a roughly 36-fold spread for 2024. Shipments, consumer sales, cumulative installed base and active users are four different numbers and get used interchangeably. VR gaming gets merged with AR, enterprise and services into XR totals, as in IDC's roughly $12 billion figure for 2025 where industry verticals account for over half. Headset hardware gets bundled into software market sizes, which is how Grand View reaches $32.5 billion for 2024 against Omdia's $904 million of measured content spend. Standalone, PC-tethered and console VR are counted differently, and the same Quest can appear in both Meta's store data and Steam's survey. Platform holders publish relative claims rather than absolutes. And survey denominators move month to month.

Sources

Note: Figures marked 16Best analysis are our own calculations derived from the sourced data above — content spend per active headset, the dormancy and churn range, compound decline rates, the spend-per-hour ratio, the implied premium-sales change, the milestone run rates, the PSVR2 attach ceiling, the Steam vendor sum, and the implied average selling price used to stress-test market-size models — and are not published figures. Four cautions. First, VR’s active installed base and content spend are modelled estimates from a single specialist firm, Omdia; no platform holder publishes either number, and the 2024 figures are the most recent published on that basis at the time of writing. Second, Meta’s disclosures are relative claims — record users, up 12%, over 100 titles — with no absolute user count, no MAU and no retention percentage behind them; we report them as the platform’s own statements. Third, the implied 3–6% decline in premium Quest sales during 2025 is conditional on an in-app-purchase revenue share Meta does not publish, and is presented as a range across stated assumptions rather than a measured figure. Fourth, the console spend-per-unit row is explicitly indicative: its numerator and denominator come from different years and the denominator excludes last-generation hardware still generating software sales. Figures are the latest available and change each reporting period.