Oculus Quest users have spent more than USD $100 million on VR content in first year of device’s existence

In Virtual Reality News

May 18, 2020 – Oculus is today celebrating the upcoming one-year anniversary of Oculus Quest and Rift S. In honour of the anniversary, the company has announced the latest updates to its virtual reality hardware, as well as some interesting statistics regarding the sales figures from the platforms.

As part of the announcement, Oculus has unveiled that, just a few days shy of Quest’s first anniversary (which is on May 21), users have spent more than USD $100 million on Quest content. During last month’s Facebook: Game Developers Showcase, the company announced that more than 20 titles have surpassed the USD $1 million revenue mark on Quest alone. To add to this, Oculus is now sharing that more than 10 titles, including Moss and Pistol Whip, have generated over USD $2 million in revenue on Quest since the device started shipping last year. Furthermore, SUPERHOT VR has gone Double Platinum, surpassing 2 million copies sold worldwide across all VR platforms.

Oculus also acknowledged that it is aware that many people have been trying to get their hands on a new headset, and that it is working hard to make more devices available. However, the company has clearly experienced supply chain issues, as well as an increased demand for devices, as a result of the ongoing COVID-19 pandemic.

As well as the above announcements, Oculus has also confirmed several other software updates, including updates to its hand tracking feature and Guardian system on Quest devices, as well as further integration with the Facebook platform and new app solutions for remote working.

Image credit: Oculus

About the author

Sam Sprigg

Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he covers news articles on both the AR and VR industries. He also has an interest in human augmentation technology as a whole, and does not just limit his learning specifically to the visual experience side of things.