The share of quest2 of steam VR head display rose 6% month on month, and the share of quest2 reached 46%!
Valve announced the steam hardware and software survey in January 2022. Among them, the total number of monthly live VR head display users of steam platform accounted for 2.14%, with a month on month increase of 0.21pct. In terms of the proportion of head display, Quest 2 under meta increased by 6.39% month on month. Since February 2021, except for the decline in August 2021, this head show has maintained a strong rise every month and maintained a growth rate of more than 1% for many months. Quest2’s share is currently 46.2%, a record high. In terms of brand proportion, the top three are meta accounting for 67.27%, valve accounting for 14.36% and HTC accounting for 11.15%.
Meta released its Q4 performance in 21 years, and reality labs (VR / AR) Q4 achieved a revenue of 877 million US dollars
Meta disclosed the detailed financial situation of VR / AR Business Group for the first time. At the revenue level, realitylabs achieved revenue of US $501 million, US $1139 million and US $2274 million respectively from 2019 to 2021. At the profit and loss level, realitylabs realized losses of -45.03 / – 66.23 / – 10.193 billion from 2019 to 2021 respectively. The increase in losses was mainly driven by the increase in operating costs, including staff related costs, R & D operating expenses and sales costs. For 2022, meta expects the total capital expenditure to be $90 billion to $95 billion. However, due to the significant investment in various aspects that will play an important role in the vision of AR / VR metauniverse in the early stage, the main capital expenditure in 2022 does not include AR / VR metauniverse, but it is still expected that the loss of reality labs will increase significantly, It is expected that the accelerated growth in the number of employees in 2022 will be the main reason for the increase in the expenditure of reality labs.
The revenue of quest store exceeded $1 billion, 8 apps exceeded $20 million, and more than 120 apps exceeded $1 million
Zuckerberg recently said that queststore’s revenue has exceeded $1 billion and is expected to help virtual reality developers develop and maintain their business. Secondly, Chris Pruett, director of meta content ecology, introduced that at present, quest store has a revenue of more than $20 million for 8 types of content, more than $10 million for 14 types, more than $5 million for 17 types and more than $1 million for more than 120 types. With the official launch of quest2 in 2021, the revenue data of queststore has increased by leaps and bounds, and the average monthly revenue has increased from $12.4 million to $51.3 million. The substantial growth of quest store’s revenue shows that more and more consumers are willing to pay for their favorite VR content, and the trend is good.
The new VR game zenith: the last city was released for two weeks and continued to dominate the best seller list
The highly anticipated VR MMORPG (massively multiplayer online role playing) game zenith: the last city was released on January 28, 2002. So far, it has received 3910 reviews in queststore, with a high praise of 4 and a half stars. After its release, the game ranked first in the best seller list of steamvr games and quest rift games for two consecutive weeks, and ranked second in the best seller list of quest store games for two consecutive weeks. Zenith is an open world game where players can explore, fight and socialize. We believe that the success of this game is expected to enable more VR game developers to explore more kinds of VR content, so as to improve the ecology of VR content.
Horizon world’s new “personal space” feature is designed to improve the social experience
In December 21, meta opened its social platform horizon world to users over the age of 18 in the United States and Canada. Horizon world is meta’s first attempt at metauniverse products, similar to the combination of roblox and the film’s number one player oasis VR. Users can create content, play games and write code to change physical rules. Recently, meta added a new “personal space” function to help users prevent harassment. This function cannot be turned off independently at present, but it is expected to be modified through custom preferences in the future. We believe that social networking is the next important category of VR content after games. Meta took the lead in launching its own VR social platform, which will help consolidate the company’s leading position in the VR industry.
Investment suggestion: look forward to the arrival of hardware equipment singularity
We believe that the next important development of VR will be in the social field. 77% of VR users want VR to have more social attributes. Meta’s 2.8 billion monthly active users and years of deep cultivation in the social field are expected to give the company advantages. At the same time, meta’s new generation VR head display questpro is expected to be available as early as 2022. It is suggested to focus on meta’s investment opportunities.
Secondly, we believe that with the release of Apple VR / MR equipment in the fourth quarter of 2022, apple officially enters the VR / AR industry, which is expected to produce an important Apple VR / AR industry chain. It is suggested to pay attention to the investment opportunities of apple and apple VR / AR industry chain.
The new generation of meta questpro is expected to come out as early as 2022. The second generation of Sony PSVR is expected to be released in the second half of 2022. The production and OEM of VR equipment hardware are expected to be produced by Chinese VR equipment OEM / ODM enterprises. We expect that optical parts and display parts are expected to be supplied by Chinese optical and display enterprises. Relevant companies in China have carried out relevant layout, such as Goertek Inc(002241) Shunyu optics, BOE, etc.
Risk warning: VR head shows the risk that the delivery volume is lower than expected, the risk that the market competition pattern changes, and the risk that technological innovation is lower than expected.