Ditto - but again for a different reason.
It'll always be a bit more expensive, less extra cost than now maybe once it gets more common/commoditized/whatever, but fundamentally....
gamers are older now than they used to be, especially those with cash to spend on high end stuff.
Its probably a bit of an over-generalisation/stereotype, but with increasing age comes increasing likelihood of there being other responsibilities in life. So something as immersive as VR becomes quite difficult to actually participate in.
I.e. in VR I can't...
- hear the doorbell
- see when the dog/cat wants to go out / get fed
- see when the wife/spouse/etc wants attention
- see when the babies/children wake
- have a conversation with anyone else in the room.
- see when you get a message/notification/etc from friends
It's basically *too* immersive to be an accessible form of entertainment for a large percentage of the population.
Plus the need for a decent amount of space, and evenly balanced eyesight, and reasonable aversion to nausea/motion-sickness.
Frankly I used to love sim racing (iRacing, primarily). But that pretty much stopped being a thing when we got a dog. If the damn animal wanted to go out and barked/scratched/etc that was race over... ...so I ended up just not bothering.
Now with small children + dogs + wife. VR... no way.
I bought one yes, a Vive soon after original release. And it is awesome. Do I ever play it? Ever? No. Weirdly only when hosting parties/etc and only then as an entertainment/novelty piece.
So no, I never thought it would be mainstream... ...because mainstream people can't frequently disconnect from RL for any real period of time to engage in VR experiences.
And, despite what I opened this post with, I don't think it will *ever* be mainstream for entertainment/gaming for exactly this reason, no matter how much costs come down.
(one could argue there are multiple reasons for the dumbing down of games; one reason being the common case complaint of a simple society. The other being that there are just too many time/attention pressures on the average gamer that a larger percentage just don't have the time or mental space to fully commit in the way that a zero-responsibility-teenager can).