-Hardware too expensive,<p>-Depends on other hardware that is even more expensive,<p>-Market forces are pulling different directions<p>-One substantial market player is trying to turn what is glorified monitors into a new platform with accounts which is at odds with everyone else<p>-One substantial market player is turning VR headsets into a useless gadget extension for a games console that will otherwise serve as a paperweight<p>-Games are all a bit samey<p>-No killer app<p>-Hardware is large, impractical<p>-Not convenient for work yet<p>-Ongoing effort required to nail down drivers, user experience whilst using<p>-Still debate about viability of player character control via controller, or whether a full running-in-place frame is the way to go<p>It's promising, but pending a turning point at which point it becomes essential and not just a novelty.
The hardware is holding back wider adoption, it's too bulky, complicated and tiring to use for extended periods of time. If they can make an AR/VR device that isn't bulky and tiring to use, we may see adoption increase.