From Bear to Bull: How Oculus Quest 2 Is Changing the Game for VR

Oculus Blog
Posted by Mike Verdu, VP of Content
February 2, 2021

Before I tried the Oculus Quest for the first time, I wasn’t particularly bullish on VR. PC, mobile, and console gaming had enjoyed decades of success, but it seemed like VR was always five years in the future.

Then I put on a Quest a few months before it was released and never looked back. I was blown away. Quest was a breakthrough in four important ways: No PC required, no tether, no external sensors, and seconds to fun. I became convinced that this device would bring VR to a mass audience.

I walked away from a blockchain gaming start-up and pivoted my entire career to work on VR at Oculus. Now, some 20 months later, I’m more confident in that decision than ever before.

At Facebook Connect in September 2020, we shared some impressive developer successes on the Quest Platform, like the fact that Five Nights at Freddy’s: Help Wanted hit the $1M mark in just over a week while Onward achieved the same milestone in just four days, setting a new record for the platform. The launch of Quest 2 accelerated that success even further, and the holiday season was a clear inflection point for the ecosystem as a whole—the numbers we’re seeing are respectable for any platform.

At Facebook Connect, we also shared that over 35 titles on the Quest platform had generated revenue in the millions. About four and a half months later, that number is now more than 60 titles generating revenue in the millions, nearly twice as many as a few months ago. Put another way, that’s one in three paid apps on our store making over $1M in revenue. Developers of all sizes are seeing meaningful revenue growth on the Quest Platform, thanks in large part to Quest 2’s technical capabilities and the winning wireless form factor.

Beat Saber, VR’s most popular rhythm game, has sold over 4 million copies across platforms and over 40 million songs from paid DLCs. They launched Multiplayer Mode at Connect and it’s given fans of the game a fun new way to play and enjoy music together.

POPULATION: ONE launched on both the Quest and Rift Platforms a week after we shipped Quest 2, bringing the battle royale genre to Quest for the first time with frequent updates to re-engage their growing community. After just a few months on the Oculus Store, it’s already surpassed the $10M revenue mark. Onward was a multiplayer Rift game that came over to Quest and has made over $10M in revenue on Quest alone. Dante’s story—from being a one-man dev team, to building a studio and making over $10M in revenue on Quest—is a remarkable example of dev success on the platform.

This mirrors the incredible momentum we’ve seen in social VR over the past three months. More people are connecting and interacting with their friends in virtual reality, and we’re seeing higher social interaction and more concurrent play as people jump into games and experiences where they can be together. Rec Room, VRChat, Echo VR, Onward, POP: ONE—these multiplayer and team-based games and apps with strong social features are dominating the charts, showing that VR is becoming more social over time.

And at the same time that more people are coming to VR to engage with other people, we’re also seeing a more diverse community begin to form, with more women using Quest 2 than any of our previous headsets. This stellar growth extends beyond gaming-first titles as well. Fitness app Supernatural has seen its subscriptions more than double since Quest 2 started shipping, with an incredibly diverse subscriber base that currently includes an equal gender split across all different age groups and backgrounds. It also has one of the most passionate and active VR communities on Facebook. FitXR has incredible traction: It’s one of the top non-gaming apps on the platform with one of the highest retention rates—their sales have increased 535% YoY in Q4 2020, and their weekly active users have grown 4x since Quest 2 launched.

Looking ahead to 2021 and beyond, we’re focused on the flywheel of developer success. With the surge of interest in the platform, we're seeing many new developers and titles coming to Quest—so many that we were temporarily swamped with new submissions. We’re working on adding resources and changing our processes to accommodate all developers who want to launch games on Quest.

We’ll continue growing VR for both consumers and developers. Hotly anticipated game launches include Rebellion’s Sniper Elite VR, The Climb 2 from Crytek, Ready At Dawn’s Lone Echo II, and further updates for POPULATION: ONE, giving people more and more reason to put on a headset. And we have even more exciting new partnerships to unveil in the coming months, so stay tuned.

I firmly believe that our strong foundation in gaming will facilitate broader use cases over time. We’ve already seen that with the success of fitness apps like Supernatural and FitXR, growing interest in social experiences like Facebook Horizon, and the transformative potential of VR for work. From education and the arts to industries as wide-ranging as automotive, retail, healthcare, and beyond, VR truly is changing the game.

I’m just glad I put on that Quest headset to see the potential for myself.