CNet [cnet.com]:
it's 2019. I'm at CES [cnet.com], and VR is an idea gathering dust for all the wrong reasons, lost in a sea of strange peripherals and pipe dreams. Self-contained VR devices, like Oculus Quest [cnet.com] and the newly announced HTC Vive Cosmos [cnet.com], are en route, but it feels too little, too late. VR has lost the attention of mainstream audiences.
In 2019, VR is a sideshow in a theme park, a marketing stunt, a slide in a PR powerpoint presentation, a niche hobby for people locked in rooms with a ton of money to spend, and -- worse -- no one seems to know what direction we're headed in, or even what virtual reality should be.
TFA cites motion sickness as a continuing issue, one of the same reasons VR didn't catch on 20 years ago. What will it take for VR to finally realize the potential everyone keeps believing it has?