There's also the issue of broad appeal. VR will remain a furry / anime / vtuber thing for awhile. Casual audiences aren't going to fit in.
AR is bullshit beyond Snap and Instagram lenses. Nobody is going to wear that full time outside of an industrial application.
There is no way that it will become a mainstream activity until vr headsets are as comfortable as a pair of reading glasses.
There also needs to be a major cultural shift. VR forces you to turn off your loved ones. You can't see or hear them at all.
Whats more, VR will only every occupy the space that gaming does now because it's an "active" activity that requires you to do something. It will never replace TV which allows you to turn off the decision making part of your brain.
VR has always been very social for my friends an I as we mirror the display to the tv so people can see. And the headset we use doesn't cover your ears so you can still talk.
Plus, vrchat and the likes feels much more intimate than any video game I've played. Many in my circle live too far to meet up IRL.
Not everyone has loved ones and not everyone's loved ones are physically near them.
But if they're in the same room, you can punch 'em in the face...
People get motion sick in a car or on a boat. Its not a software problem.
If your are attempting to build your VR experiences without moving the camera through the world then you'll be extremely hamstrung.
I really enjoyed Alyx, but building a simulation of this world that you can't actually walk around is just weird.
VR "looks" cool, but you can't do anything in it that you can't do just as easily using a traditional screen.
Using a browser is actually viable even with low res headsets (tested rift S). While the low res is a constraint, turning your head quickly adjusts the viewport, so that your "virtual" resolution is quite good.
It just depends if VR can step into that market or not.