SteamVR Play Area Size Stats

1.5 2 2.5 3 3.5 4 2 81% 65% 2.5 62% 52% 28% 3 33% 30% 20% 9% 3.5 14% 13% 10% 6% 2% 4 5% 5% 4% 3% 1% 0.4%

A unique requirement of room-scale VR is the physical space necessary to interact with the virtual space. Early developers have asked us what Play Space sizes to target and support, but we've hesitated to make recommendations based on speculative research and surveys. Now we have SteamVR data to share from the first 2 months of Rift and Vive usage!If you're new to VR, here's the basics for how a Place Space is defined. It's a rectangular area that players keep clear from floor to ceiling and developers keep their required interactive objects within. Room-scale VR requires a minimum of 2 x 1.5 meters, but VR applications may specify a larger minimum required size. Some VR content is designed to scale based on the Play Area size, effectively giving the best experience to players with a large Play Area while still supporting a smaller minimum size. SteamVR also supports Standing-Only VR which is simply defined as a 1 meter diameter circle.First let's look at the most common specific Play Area sizes used in SteamVR (all units are meters):18.5% - 1 x 1 (Standing Only)14.1% - 2.5 x 212.4% - 2 x 28.0% - 2.5 x 2.57.3% - 2 x 1.57.0% - 3 x 2.56.5% - 2.5 x 1.5As implied by 18.5% using Standing Only, there are 81.5% using a Play Area 2 x 1.5 meters or larger. And since a larger Play Area supports any smaller Play Area that fits within it, we find it's more helpful to visualize percentage supported at each size in 2 dimensions:Here you can see that the most popular Play Area size (2.5 x 2) is used by 52%. We've also compared this graph from April to May and see no notable percentage changes.In conclusion, an 81% majority of Play Areas used in SteamVR meet the minimum room-scale size and more than half of all Play Areas support 2.5 x 2 meters. 1 in 5 support 3 x 2.5 meters, but increasing in either dimension leaves only 1 in 10 or less.Numbers updated Feb 27th here: