I have one and use it probably a few times a week. It's become a necessity for flight sims for me, I no longer play them outside VR.
Flight sims aren't terribly mainstream, sure, but I wouldn't be surprised if there's enough of a crowd between flight and racing sims who are willing to spend small fortunes on peripherals to keep VR going at some scale.
For gaming generally, there's a lot of friction that'll have to be removed before mainstream success is a possibility, I think--reducing the weight of headsets, reducing the cost, solving motion sickness, improving the game selection, improving situational awareness with the real world, reducing the setup effort, etc.
A lot of current games aren't worth the effort of dealing with all that, at least not once the novelty of VR wears off.
Of course there is. My point is Meta’s investment is currently being justified by home usage, and I will make a decent sized bet there will never be mass adoption of VR for home use in its current form.
Having worked in VR since 2015, I don’t know of a single person who uses it for their entertainment, period. Some folks here in the comments saying they use it for flight or racing sims, in which case Meta is sinking billions into an expensive peripheral for sim players, similar to a flight joystick.
Flight sims aren't terribly mainstream, sure, but I wouldn't be surprised if there's enough of a crowd between flight and racing sims who are willing to spend small fortunes on peripherals to keep VR going at some scale.
For gaming generally, there's a lot of friction that'll have to be removed before mainstream success is a possibility, I think--reducing the weight of headsets, reducing the cost, solving motion sickness, improving the game selection, improving situational awareness with the real world, reducing the setup effort, etc.
A lot of current games aren't worth the effort of dealing with all that, at least not once the novelty of VR wears off.