None of this means that a better or a singularly unique experience wouldn't be had if all the requirements have been adequately addressed.
Not every one is prepared to pay for the cost premium of being an early adopter
lots of people are cautious and are not prepared to potentially waste Money on Tech that is not yet proven and Viable ( as in ongoing support )
you only have to look at the SALES Debacle that Was 3D TV
Where is the media Content For 3D That was Promised ( A Few Part time 3 D channels don't count ).
Give it a FEW YEARS to Establish a PROVEN Track Record.
EDIT
Did you buy into
Cybermaxx (1994)
The Cybermaxx was the fresh new sibling to the Stuntmaster. It came with full solid head tracking, a stereoscopic 3d display in the form of two 0.7″ color active matrix LCD screens, and was priced at under $699.00. There were also a fair few games to be played on the Cybermaxx, such as Doom II, Duke Nukem and Wolfenstein, to name a few. Although this seemed like a good formula for a Virtual Reality headset at the time, the Cybermaxx still failed to gain any real traction, and ultimately failed to take off.
or
VFX-1 (1995)
The VFX-1 was arguably the most stand out Virtual Reality product of the early era. It was developed by Forte Technologies Inc who premiered the VFX-1 as its first product in 1995. It retailed at $695, putting it nicely under $1,000, which was dramatically cheaper than some of the professional Virtual Reality headsets available at the time.
The device consisted of three main components, the headset, a hand held controller call the CyberPuck and an ISA interface card called the VIP board. The VIP board was the heart of the operation, and was used to route the data between the three of the devices. In total the head gear weighed 2 1/2 lbs, and adopted a virtual orientation system that used the earth’s magnetic field to track movement, similar to a compass. a downside to this was that the device had to be kept and away from large metal objects, and had to calibrated for a user’s specific geographical location.
To play texture mapped games you would have needed a pentium II processor, and good few megabytes of ram. Although most PC games didn’t offer support for the headset, and required additional drivers to be installed, like head tracking and stereoscopic 3d.
All said and done though, this may have been by far the best Virtual Reality Headset of the time, but still didn’t manage to hit the ground running. This may have been due to the limitations of graphics during this time. Which is something that could probably said for the entire spectrum of Virtual Reality in the 90’s. The idea’s, and science fiction dreams of Tron like Virtual interactions, may have been running too fast for the technology to keep up. So are we at a time now where the technology has caught up with the dreams of Virtual interaction?