EnterpriseSeptember 11, 2026

Counterpoint Puts Q2 VR Shipments Down 18 Percent, With Enterprise and Robotics the Named Exceptions

By Sam Whitfield
Contributing Writer, VR.org
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Counterpoint Research refreshed its Global XR (AR and VR Headsets) Market Share tracker on September 8, and the figure that traveled was the one about consumers. Global VR headset shipments fell 18 percent year over year in the second quarter of 2026, and 16 percent against the first quarter. The firm attributes part of that to price, writing that "Meta's decision to increase VR headset prices amid the global memory price surge added further pressure to an already cooling market." That price move is one this site reported in April, along with the DRAM squeeze underneath it.

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An airman in camouflage uniform wears a VR headset and holds a hose nozzle while a wall monitor shows the aircraft cabin fire he is fighting inside the simulation
Image: Airman 1st Class Rhonda Smith / U.S. Air Force (public domain)

One paragraph further down the same summary, Counterpoint describes demand that did not soften. That part of the report is worth reading twice.

"A relatively positive trend in the otherwise lacklustre VR market is the resilient demand from the enterprise segment," the summary says. Enterprises and governments, it continues, "are generally less price-sensitive than consumers when adopting VR's digital twin and spatial computing capabilities to address operational challenges and enhance productivity." Then it names a second buyer that has nothing to do with content libraries or comfort ratings. Driven by the development of the robotics industry and particularly by China, the firm expects demand for VR headsets used for data collection and remote robot control to grow this year.

Neither observation arrives with a unit figure. The public page carries OEM share percentages and category growth rates, and names its underlying source as a model shipments tracker sold as an Excel file, so what has been published here is a direction rather than a measurement. Counterpoint puts no number on how much of the quarter's volume enterprise buying represents. Hold it at that weight.

What the resilient segment actually looks like

Held at that weight, the description still lines up with the contracts this site has reported since July. Kalitta Air put its 777 pilots in VR ahead of full simulator time. The Marine Corps paid $5.1 million for a gunnery trainer whose opposing force runs on agentic AI. An Air Force Reserve group at Little Rock reported $18.5 million in mitigated costs from a maintenance trainer built in a converted storage room. NHS Supply Chain named £40 million for immersive technology inside a £210 million medical simulation framework. Not one of those buyers was shopping on price per headset, and not one of them would register in a consumer demand curve.

A white Meta Quest 3 headset on a retail display stand, showing the three camera pods across the front of the visor and the embossed Meta logo
Image: Kyu3a / Wikimedia Commons (CC BY-SA 4.0)

The share table is the part most likely to be misread

Meta holds 54 percent of combined XR shipments in Q2 2026 by Counterpoint's count, down from 58 percent in Q1 2026 and from 72 percent in Q2 2025. Read on its own, that looks like a collapse. The table does not establish that it is one. The denominator is AR and VR devices counted together, and AR device shipments rose 138 percent year over year and 10 percent quarter over quarter in the same period, which the firm credits to new product launches, international expansion by OEMs, and China's 6.18 promotional campaigns. A share of a category growing that fast falls even when unit volume holds flat. Counterpoint also places Meta inside the AR half of its own denominator, noting that "beyond Meta, all other leading OEMs in this segment, including Rokid, Even Realities, Alibaba and iFLYTEK, are headquartered in China."

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The rest of the table moves slowly and mostly in one direction. Ray Neo runs 5, 6, 5, 6 and 7 percent across the five quarters. VITURE runs 1, 3, 3, 5 and 6. Pico runs 4, 5, 4, 5 and 6. Sony sits at 6 percent in Q2 2026, which is where it has sat in four of the five quarters on the chart. Two display-glasses vendors have now drawn level with or passed the company that makes the PlayStation VR2 on a combined XR share table, inside a year.

Visitors trying Rokid smart glasses at a crowded booth, with a wall panel reading Rokid Glasses behind them
Image: Xuthoria / Wikimedia Commons (CC BY-SA 4.0)

Inside AR, the report splits the category in two. Birdbath and flat prism viewers, the personal cinema type, accounted for 60 percent of AR device shipments in Q2, up slightly from 58 percent the previous quarter, with new high-profile models credited for the volume. Waveguide glasses, the kind that has to vanish into an ordinary frame, held about 40 percent of the AR market, up from roughly 20 percent in Q2 2025. Doubling in twelve months is the line worth watching, because it is the one that decides whether AR ends up as a screen you wear or a pair of glasses you forget about.

What a buyer should take from it

The useful part of this tracker is not the 18 percent. It is that both segments Counterpoint names as resilient are bought on a business case rather than a price point. A price increase on a consumer headset shows up in a quarterly shipment number almost immediately. It does not move a training program already costing less than the simulator hours it displaces, and it does not move a robotics team buying headsets as input devices for teleoperation and data capture. The vendors who built for that customer while the platform holders left are selling into the one part of the VR market the firm's own summary describes as holding. How much volume that represents sits in the Excel file rather than on the page, which is worth remembering the next time a quarterly headline reduces this market to a single negative number.

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