Chart annotations by Adeon – click to embiggenate
VRChat hit a huge milestone in the final hours of 2021, when the company and community host a widescale New Year's Eve party across the platform. As you can see from the chart above, peak concurrency on the last day of the year reached as high as 89,300+, but let's just say "nearly 90,000."
To put that in perspective, those concurrency numbers make VRChat usage competitive with the the top 10 most played games on Steam. For instance, Grand Theft Auto Online also had about 90,000 players logged in via Steam on New Year's Eve. But unlike that game and all the others topping Steam's chart, almost all of the content on VRChat is created by the user community, not a professional studio or publisher.
This also means VRChat has finally beat the all-time concurrency record of local favorite Second Life, which peaked at just over 80,000 during its hype period.
This news (and the charts here) are from longtime VRChat user Adeon, who was checking the platform's concurrency API for just this month. If past trends remain consistent, he believes 90,000, as high as that is, will become the standard in 2022.
"[Y]ou can see that the jumps mostly happen on New Year's — and they stay around. So this will most likely be the new normal, and slowly increase from here."
As Adeon's chart also suggests, VRChat usage grows every time there's a new spike of VR headset purchases — or as he calls it, "Questmas":
In 2019, VRChat the company reported that 1 in 3 users logged into the platform via a VR headset. If that trend still holds today, we're talking about nearly 30,000 people in VR headsets logged into the same world at the same time. On Steam, even the very top VR-only games attract peak concurrent users in the several thousands. So as I mentioned last year, VRChat (and Rec Room) are dominating the VR application space as their killer apps.
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