First, the VR head is obviously biased. Hardware is a big guy, of course, this is relative, and some manufacturers' products are still "exquisite". Put yourself in others' shoes. Why do you go to the gym to ride a bike? If you simply exercise, you don't need to wear this thing; If you are experiencing new things, there are naturally better places to choose from. No one will wear a helmet to exercise and sweat.
Second, can VR content output keep up? After talking about hardware, let's look at software. In this respect, the production of VR content is a big problem. It has not been well promoted so far, which is also the reason. At home, there are still too few enterprises that do conscience content. "Rare things are precious", and the high production cost may be passed on to consumers. But after the audience has experienced it, it is a question worth pondering whether the repeated and single content can attract them to pay the bill again.