As an industry I think it's very fair to say we are a year out. Vive launched (with motion controllers!) in April 2016. The Rift launched in March 2016, albeit we waited longer for Touch. The Samsung Gear VR, which has a surprisingly impressive install base now thanks to the various free promotions Samsung ran, was November 2015.
The issues VR faces, especially around the lack of compelling content, aren't really specific to a headset model or brand. I agree with the previous post - VR as a consumer industry is pretty much a year old at this point.
It's increasingly my opinion that Valve/Facebook will need to lead by example to get the content off the ground to solve the 'chicken and egg' problems, and that leading is going to involve throwing good money into projects that simply won't make money, for the greater long term good of VR. Thankfully it looks like this is finally starting to happen, with Facebook stumping up 250 million dollars for original content and Valve's recently announced in house projects. This industry and install base isn't going to grow fast enough without this investment, especially if the past 12 months are anything to go by.
The issues VR faces, especially around the lack of compelling content, aren't really specific to a headset model or brand. I agree with the previous post - VR as a consumer industry is pretty much a year old at this point.
It's increasingly my opinion that Valve/Facebook will need to lead by example to get the content off the ground to solve the 'chicken and egg' problems, and that leading is going to involve throwing good money into projects that simply won't make money, for the greater long term good of VR. Thankfully it looks like this is finally starting to happen, with Facebook stumping up 250 million dollars for original content and Valve's recently announced in house projects. This industry and install base isn't going to grow fast enough without this investment, especially if the past 12 months are anything to go by.