Great Hardware Wasn't Enough to Make VR Mainstream
The hosts conclude that virtual reality had not become a major consumer category in 2017 despite compelling devices and encouraging early-adopter demand. The central barrier was friction: mainstream users still had to spend substantial money and effort before receiving the experiential payoff.
- Strong Kickstarter and developer-kit demand did not prove mass adoption
- High-quality hardware alone could not eliminate setup friction
- Mainstream consumers faced substantial cost and effort
- AR appeared to have a clearer route toward broad adoption
“it's still not a big thing.”
“you still need to do a lot of work to get the payoff of the incredible experience and spend a lot of money.”