This could change if holographic digital screens become practical, allowing, for example, multiple people in a room to see a real 3D scene, each from a different angle without any head gear.
This is just literally untrue. Your eyes focus "into" the VR scene, not at the screens one inch from your eye.
3D head gear like Oculus have optical systems that move the physical screens virtually to a much greater (and comfortable) distance - most people can't even focus objects closer than about 10 cm.
That's not what I meant. Rather, even that virtual 3D screen is still at a fixed apparent distance from your eyes, unlike a natural scene that contains objects that are father or closer. Such objects scatter light not only at different angles for the two eyes, the bulk of the 3D effect, but also at different internal convergence, requiring the eye's lens to deform and compensate.
This is an effect current tech cannot reproduce, leading to a nauseating and tiring viewing experience - as if the whole immersive virtual world wasn't already.
This round we got far enough that there are some industry use cases for AR, which shares 99% of its tech with VR. Maybe that will funnel enough money into development to break out of the hype cycle into something sustainable.