Compare SteamVR with other major VR platforms for game development, sales, tools, and market reach.
SteamVR is the dominant PC-based VR platform, supporting a wide range of headsets including the Valve Index, HTC Vive, Oculus Rift, Windows Mixed Reality, and more
Technically, SteamVR serves as a runtime layer on Windows (and Linux) that enables VR hardware from various manufacturers to work with games. It requires a VR-ready computer and typically a tethered headset (though wireless adapters and streaming solutions exist).
Developers can leverage OpenVR or the newer OpenXR API in engines like Unity and Unreal to target SteamVR, ensuring compatibility across many devices. Valve’s Steamworks toolkit provides integration for achievements, leaderboards, and a robust VR input binding system that lets users remap controls for different controllers. This flexibility means a SteamVR title can support everything from Index “knuckle” controllers to Oculus Touch with minimal code changes. However, developers must optimize for PC hardware variability – high-end GPUs enable better visuals, but many VR users have moderate rigs.
Getting a VR game onto Steam is straightforward. Valve’s Steam Direct program allows indie developers to publish with a $100 fee and a basic content review (mainly for technical functionality). There is no strict content curation for quality or genre – an open marketplace approach. This low barrier to entry is a double-edged sword: it’s easy for indies to self-publish, but also means discoverability is a challenge, as the store contains thousands of VR titles.
On the flip side, Steam provides community features (forums, user reviews, etc.) that can help build a following. Pushing updates or patches is fully under the developer’s control via Steam’s tools.
SteamVR also supports workshop mods and user-generated content for games that enable it. In terms of SDKs, Valve now encourages OpenXR, an open industry standard, as the primary API. (Valve was an early supporter, releasing an OpenXR preview in SteamVR.) This means a single build can, in theory, run on SteamVR, Oculus, or other platforms with minimal changes – a boon for cross-platform development.
Steam’s business model follows the industry-standard 70/30 revenue split (developer keeps 70%, Valve takes 30%). High-earning titles get slight reductions in Valve’s cut beyond certain sales thresholds (75/25 after $10 million, 80/20 after $50 million in revenue) – though few VR games reach those levels.
There are no special storefront fees for VR titles; revenue from game sales, DLC, and in-app purchases all follow the same split. Steam’s audience is massive (over 120 million monthly active users), but VR adoption within that base is still niche.
As of late 2024, around 1.6% of Steam users had a VR headset – roughly 2 million PC VR users globally. This is a sizeable community of enthusiasts, but notably smaller than the user bases of standalone VR like Quest. For perspective, the most popular headset among SteamVR users is Meta’s Quest 2 (used via PC link) with about 37% share.
The openness of Steam means VR developers can tap into a global audience without platform gatekeepers; however, it also means competing for attention alongside flatscreen PC games and other VR titles. Steam’s recommendation algorithms and visibility for new releases can be fickle for small developers.
SteamVR’s key strength is its accessibility for developers and its support for diverse hardware. Indie teams can self-publish easily, iterate fast, and reach VR early-adopters on PC without needing a publisher or approval process. The platform’s user base, while smaller than mobile/console VR, tends to be hardcore gamers willing to spend on content (especially high-fidelity simulation, horror, and experimental indie games that thrive on PC).
Moreover, a SteamVR build can also serve VR users on Valve Index or HTC hardware at full fidelity, since high-end PC GPUs allow cutting-edge graphics and physics. The weakness is that the PC VR market growth has been modest – the requirement of a powerful PC and tethered headset limits mainstream uptake.
For an indie developer, revenue potential on SteamVR may be lower than on a standalone platform with millions of active users. Competition is another issue: since Steam is an open floodgate, a small VR title might struggle to get noticed without strong marketing or a unique hook. In summary, SteamVR offers ease of entry and maximal freedom, but the developer shoulders all the burden of standing out in a crowded marketplace.
It remains an essential platform for VR (especially for genres or projects that push technical limits), and also serves as a cross-platform hub – many VR games use Steam as the multiplayer backend to enable cross-play between PC and other headset platforms.