Before proponents of VR pop the champagne bottles and light the fireworks in celebration of VR having arrived in force, a closer look at the numbers is warranted. According to that data, just over 0.4 percent of Steam users had a VR headset in January, compared to 0.8 in December. Windows Mixed Reality is too new to get proper data, but it's now in use by 0.07 percent of gamers on Steam.
So yes, VR ownership on Steam doubled up (and then some) over the past year, and that's encouraging. It was gathered through opt-in hardware surveys of randomized users, who needed to have their headset plugged in at the time of participation.
As Ars Technica points out, the percentage is about the same as it is for Linux usage. The website claims that PC VR has nearly doubled on Steam in 2018 with 0.8% of Steam users now having a VR headset. This is especially true considering the high cost of getting into VR; headsets cost hundreds of dollars and you'll need a beefy computer to be able to support the hardware.
Originally concieved as part of the Global Game Jam 2018, Profundum has since been enhanced and expanded into a full-fledged adventure that is due for release on Steam sometime later this month for Oculus Rift and HTC Vive. The hardware survey, of course, only offers percentages so it's hard to put actual numbers to that growth, but for comparison's sake, Steam now has as many VR users as it does people running Linux as their operating system. Oculus Rift users grew by 85 percent and HTC Vive users grew by 65 percent. After that, mixed reality headsets combined to claim 8.89 percent of the Steam VR population.
It will be interesting to see how things progress in 2019.
The monthly numbers of Steam VR users aren't all that impressive.