VRChat concurrency steadily returning to “Ugandan Knuckles” peak of 2018
source link: https://nwn.blogs.com/nwn/2020/05/vrchat-concurrency-growth-steam.html
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Remember in early 2018 when VRChat had a brief hype phase thanks to various YouTube and Twitch streamers and fairly juvenile/offensive memes and thanks to both, hit a peak concurrency of over 20,000 on Steam? After that, concurrency promptly dropped back down and many assumed its high point had long since gone.
Since then, however, VRChat's Steam concurrency has been steadily climbing back toward that 2018 level, with no signs of dropping. Over the last few weeks, its weekly peak has been in the 15,000s and 16,000s, and that's up from weekly peaks in the 12000s in February. If this steady growth continues, VRChat's Steam concurrency will once again be peaking around 20,000 -- but now, on a regular basis.
And those are just users coming in via Steam:
When you factor in usage not coming into VRChat from Steam, via Oculus Quest and other platforms, the grand concurrency total could be even double that number.
Less than 4 days until Virtual Market 4 in @VRChat (starts 4/28 6:30pm PST). This is the official @SEGA booth, where you can purchase Virtua Fighter Akira Yuki & Pai Chan 3d models along with the Space Channel 5 Ulala model. #vket4 #VRChat @sonic_hedgehog pic.twitter.com/qvzO5pvxiT
— VRPill :soon: Virtual Market 4 (@vrpill) April 25, 2020Part of this growth is due to huge and supportive sub-communities like that of Syrmor, VRChat's virtual reporter . More recently, growth has also come from a virtual market expo in VRChat featuring real world brands like SEGA (see above). In any case, it's very rare for a virtual world to return to peak usage levels, especially years later.
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