
Tom Clancy's Rainbow Six Siege X
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Tom Clancy's Rainbow Six Siege X at StreamerHouse
We came back to Rainbow Six Siege in 2017-2018, after Ubisoft had dropped Operation Health and fixed a lot of what was broken in that 2015 launch. We spent 139.5 hours across those two years watching Siege evolve. Operation Health was controversial—they'd cancelled a season of content to fix netcode, hitboxes, and voice communication systems. That decision was unpopular at the time, but by 2017-2018, Siege was legitimately better. We saw the payoff: hit registration was more reliable, the community had stabilized, and the competitive scene was emerging. The 452 average viewers shows this was different from our 2015 coverage—we had more audience presence by now. The 820 peak likely came during a tournament or big competitive moment when the house was invested in watching Siege as a spectator sport rather than just an exploration game.
Tom Clancy's Rainbow Six Siege X Twitch Statistics
Those 139.5 hours across 2017-2018 generated 65,505 hours watched with a 452 average. The narrative here is stability and growth. Unlike our 2015 coverage when Siege was an unknown quantity, these 2017-2018 streams came after the community had decided the game was legitimate. The 820 peak was the same as our 2015 peak numerically, but it represented something different—confidence rather than curiosity. We gained 5 followers, which suggests a community that was already following us; these weren't conversion streams, but continuation of existing engagement. Siege had proven itself by 2017-2018, and our coverage reflected a game that was becoming an esports juggernaut.
Community Impact
Coming back to Siege 2017-2018 felt like a homecoming for the house. We'd been there at the chaotic launch, and now we were watching Ubisoft's tactical choices pay off. The community appreciated that continuity—we'd been documenting Siege's entire journey from broken mess to legitimate competitive shooter. Operation Health got memed relentlessly at the time, but we could show that it actually worked. The people watching in 2017-2018 overlapped with our 2015 audience, creating this neat throughline of Siege history. This wasn't a new discovery; this was us saying 'hey, remember we told you this game was going to be huge?' That builds trust with a community more than discovering the next big thing.
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Editions Played
Years Played
First played in 2017, most recently in 2018