Latest results:

These results are compared, at least for the Rift, to August when Rift peaked at 0.35 %. Since August 2018 Rift has decreased about 6 % (from 0.35 to 0.33). Vive also decreased.
Compared to other HMDs we see from April to September (note that this image hasn't been updated to October yet):

When updated to October I'd expect:
Rift = 45 %
Vive = 42 %
WMR = 8 %
Vive Pro = 3 %
Rift DK2 = 1 %
Source:
https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-SteamBTW - some history:
April 2018:Oculus Rift 0.20%
HTC Vive 0.18%
Windows Mixed Reality 0.01%
Oculus Rift DK2 0.01%
Oculus Rift DK1 0.00%
Unknown 0.00%
July 2018:Oculus Rift 0.32%
HTC Vive 0.31%
Windows Mixed Reality 0.05%
HTC Vive Pro 0.01%
Oculus Rift DK2 0.01%
Oculus Rift DK1 0.00%
I guess it's more or less a stand still since July for Rift and the original Vive... I don't think the Odyssey+ has had any impact on the WMR results above, the Odyssey+ is much too new - if it'll have any impact, it won't be before the Steam Hardware Survey November 2018 results.
Intel i7 7700K (4.5 GHz); MSI GeForce GTX 1080 8GB Gaming X (oc 2100 MHz gpu boost, 11 GHz mem speed); 16GB Corsair Vengeance DDR4 3200 MHz; MSI Z270I Gaming Pro Carbon AC (VR-Ready) mainboard; Samsung 961 Evo M.2 SSD 128GB (for OS) + Samsung EVO 860 4TB SSD (for games) + Toshiba P300 High-Performance HDD 3TB (for games); Win10 OS; Valve Index and Oculus Rift CV1, the latter nearly always using super sampling 2.0.
"Ask not what VR can do for you – ask what you can do for VR"
Comments
https://www.tomshardware.com/news/steam-hardware-survey-cpu-gpu,37007.html
"Ask not what VR can do for you – ask what you can do for VR"
I guess the WMR does have several advantages like being inexpensive, having no need the external sensors (=easy to take with you when visiting friends etc), nice semi-high-res HMDs and the power of several giant companies to drive the sales (Samsung, HP, Lenovo, Dell, Acer - and Microsoft).
BTW, the April - October chart just arrived:
It does look like WMR has doubled its presence since April. DK2 is slowly leaving while Oculus and HTC seem to have unchanged market shares. Note this picture only shows the development of HMD market shares (based on Steam users) - these numbers will always add up to 100% and say nothing about the exact number of sold HMDs. So if WMR grows, something else have to shrink in this chart... I don't think Pimax is even present in this chart.
Fun thing, last evening I started Steam and was again invited to submit my data to the Steam Hardware Survey, which I did. So my Rift is included in next month's Survey. Also I've been doing statistics for many years, it's impressive how small the variation seems to be in the Steam Hardware Survey numbers, typically that would require a massive amount of measurements. I have no idea how many users participate in the Survey each months, but I'd suspect a number *much* higher than a thousand.
For the last many months it seems that about 0.70 - 0.75 % of Steam users have a VR HMD connected to their PC. Would be great to see that number reach just 1% (which would then correspond to something like 1 million active users)... More Steam VR math here:
https://www.roadtovr.com/new-valve-data-suggests-648000-active-vr-headsets-on-steam/
Like Pimax, Nvidia RTX is not present at all in the October 2018 Survey - but only 1.5% of Steam users have 1080 Tis and only 2.7% have 1080s, so I'd expect RTX to be much smaller than 1080 Ti due to the prices and availability. The most popular video cards were 1060, 1050 Ti, 1050 and 750 Ti - and these video cards all increased their presence in the October 2018 Survey (for tethered VR to grow a lot, owners of such video cards should be the main target - not RTX owners ;-)
"Ask not what VR can do for you – ask what you can do for VR"
Exactly. Oculus and HTC already made that mistake for their first headset (back when they were released, the 10's generation wasn't even out).
My hopes for VR next gen:
- Full Body Tracking. Come on, Oculus!
- Eye tracking with foveated rendering. Must reduce the power needs!
- More big-scale games. I need a true VRMMORPG!
- Bigger community.
"If you don't mind, do you want me to take you there? Where dreams come true."
You're probably quite right regarding the price and WMR popularity - I think the massive Rift bump in summer/autumn 2017 was caused by the major reduction in price:
"Ask not what VR can do for you – ask what you can do for VR"
I started off with wmr late last year and while I did get it to work ok I had heaps of problems with it, especially after each and every win10 update.
I switched over to a rift 6 months ago and this has worked great for me.
Custom built gaming desktop; i9 9900k (water cooled) oc to 5ghz, gtx 1080 ti, 32 gb 3000hz ram, 1 tb ssd, 4 tb hdd. Asus ROG Maximus xi hero wifi mb, StarTech 4 port/4 controller sata powered usb3.0 pcie card, PCI-E PCI Express to USB 3.1 Gen 2 card, Asus VG248QE 1080p 144hz gaming monitor, Oculus Rift cv1 w/2x sensors, Vive Pro w/2.0 base stations/Index controllers, Quest 1 w/Link and VD wireless (good/close 5Ghz wifi and PC with Ethernet cable to my Router).
A 0.05% increase isn't bad - at least it shows progress, and more progress than in recent months (due to winter? People are using more time indoors?). If the Odyssey+ had an impact on WMR we also may not see it before the end of this month - it seems that Odyssey+ hmds were low in stock and shipping often delayed.
Rift still dominates:
Source: https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
"Ask not what VR can do for you – ask what you can do for VR"
I was expecting to see a larger impact of the Black Friday sales, when you could get the Rift for just $350, but maybe they all went under Christmas trees - in that case we won't see the impact for at least another month.
0.80 % of all Steam users may now have/use a PCVR HMD. At least that's a 100% increase since April 2018, where 0.40 % had a PCVR HMD. Then again, in July the numbers were 0.70%, so not much seems to have happened this autumn.
Back to the December 2018 results, Vive Pro is still more or less dead in the water and the small increase in WMR may be related to Samsung Odyssey+. Oculus Rift gained about 3% from November, but that's probably far from enough to really make Oculus happy...
And then the video cards:
GTX 1060 = 14.80 %
GTX 1070 = 4.02 %
GTX 1080 = 2.75 %
GTX 1080 Ti = 1.62 %
RTX 2070 = 0.16 %
RTX 2080 = 0.21 %
RTX 2080 Ti = not present = less than 0.15 %
LZoltowski wrote "there are more VR headsets in use than RTX 2080 + RTX 2070 combined". Of course this number will probably grow, as persons thinking about getting a 1080 Ti now may prefer the RTX 2080. The RTX 2070 may be a very interesting card, typically placed between 1080 and 1080 Ti regarding performance, and the RTX 2070 has similar power consumption like the GTX 1080. Still to get better performance in VR games than a 1080 Ti can provide you'll need a 2080 Ti.
"Ask not what VR can do for you – ask what you can do for VR"
Source: https://uploadvr.com/vr-steam-grew-2018/
I'm not that happy about the flattening of the curves starting summer 2018, let's hope for a strong Christmas sale - líke described here:
https://uploadvr.com/oculus-rift-strong-demand-holidays/?fbclid=IwAR288M1MvjHJO2WOWtlmA85PZ6jUBgOsDFkvn_7kmoUuM7kkX1dFphjuHMI
"Ask not what VR can do for you – ask what you can do for VR"
I wish Oculus had reduced the price of the Rift for Christmas (yes, lower than £379). I'm thinking £299. Would have been a great seller at that price i think.
The Vive Pro is to expensive for a lot of people that's why it's not selling well. It's the same reason why you think Oculus might have sold lots more headsets for £299 and not £379. You could say the Vive Pro might have sold lots if it dropped it's price to £400..
Do you know what - i thought that a couple of minutes after posting. The reasons i haven't bought a Vive Pro are:
1. it isn't a big enough step up from the Rift. It is a step up, just not big enough.
2. Price.
I suppose i would love to see the Rift sell more, hence i want them to drop the price. I'm surprised the Pro hasn't sold more but i'm not as bothered if they do or don't.
Not entirely accurate @RedRizla - we are seeing an incredible number of Vive Pro sales in commercial entertainment - and as the majority do not use Steam the numbers do not reflect this!
We only sell Vives (Vive Pro now - the majority wireless). Now, they do use Steam (before connecting to our own software), but are these recorded in the survey? Or is it an actual survey that a user completes??
I hope Quest can get more people interested in PCVR - for now, Go doesn't seem to have persuaded many users to advance to the Rift. Quest will be interesting - for the same amount people could buy and XBox One X instead (or close)... or the Rift, hopefully Quest isn't too expensive for casual users.
"Ask not what VR can do for you – ask what you can do for VR"
Maybe there are NO MORE! Maybe the new stock will be... RIFT 2!
I understand that there is no obligation to OVR to share sales numbers - though recent departures have filled the holes for many of us. My issue is that in order to build momentum it may help if they lower the curtain to encourage developers - especially as there will not be a Steam equivalent regarding penetration of Quest users.
I think we have seen this before - some retailers before a major release clear stock towards ascertaining the popularity of the new line. Though that said many retailers that had VR lines on shelves have been clearing space (whats happening at the Microsoft Stores' a case in point). But this seems more to do with the inability of the lines to hit targets than preparation for a new system.
Edited my reply - wasn't very clear - i'm not talking about an entire market (consumer or Out of Home):
We (the company I work for - a VR software business (CAD)) only sell Vives (Vive Pro now - the majority wireless). Now, they do use Steam (before connecting to our own software), but are these recorded in the survey? Or is it an actual survey that a user completes??
To clarify: we also supply the hardware as packages. It was always Vives at an early stage due to them having controllers and a "business edition".
@Hiro_Protag0nist - just a quick question, sell any Oculus CV1 BE's?
I'm pretty sure that's a no. We have plenty of customers who already have CV1s though.
As for the Vive Pros with wireless and "sold out" - we are having a nightmare getting hold of enough of those (the wireless kits).
Yeah, we feel your pain @Hiro_Protag0nist - the whole sector has spotted a scarcity of supply, and it is not helped by a reorg of management within HTC regarding the VR operation. I think after CES we will be in a better position to ascertain the availability of Vivwe, Vive Pro and the new FOCUS 6DoF.