Source: This user-made VRChat concurrency tracker by @OhNoItsFusl
It's been building for many months, and last weekend, it finally happened: Social VR/virtual world VRChat surpassed Second Life's concurrent user rates, probably for the first time: When 40,540 people were logged into SL, VRChat counted 42,513 online users.
This news via longtime virtual world explorer Adeon Writer, who's been tracking VRChat-versus-Second Life CCU numbers for quite some time. (Second Life's current usage rates are published via this API.)
What's striking, as Adeon tells me, is that there wasn't any particularly special event in VRChat happening last weekend that drove up user log-ins :
"Just your average Saturday peak in VRChat," as he puts it. "It's just growing, I think. I just thought it was interesting as I've never seen VRC's online count be higher than SL's at any given time."
Me too. For the longest time — i.e. well over 15 years — Second Life has attracted daily peak CCU rates in the 40K+ range, often approaching 80K at its apex of concurrent activity, around 2007-2008.
Now, a much younger virtual world (VRChat was launched in 2017) is finally starting to attract those usage numbers too.
This isn't to say VRChat's CCU is always higher than SL, because Second Life's 40K+ CCU happens at a very steady rate:
"Might be another year before they are on equal footing [in median CCU]," Adeon observes. "For now SL hangs around 40K basically week-round, VRC’s average is only 27k [median CCU], but growing steadily over the months.
"And honestly that 40K in [Second Life] feels really stagnant, hidden away in a skybox and idle-y. Second Life is just so big that 40K users are spread out and it feels empty."
So that's another 2021 prediction I made last year that's been borne out. But for longstanding (and longsuffering) SL users, a more pertinent point might be: Will Second Life's concurrency ever grow again?
Leave a comment