>>420388009
>You can walk effortlessly through your house
Does it come with a house to effortlessly walk through?

My personal conclusion is that one of the essential problems with VR is a paradox: there are still many real-life constraints like the limits of your playspace, and the workarounds are fundamentally immersion-breaking. But the more life-like VR becomes, e. g. by a functional omnidirectional treadmill, full body haptic suits and whatnot, the more difficult it becomes to play games (in addition to expenses and bothersome set-ups before you can start playing); with traditional video games, a 400lb nerd in his mom's basement can navigate the wilderness of a medieval world and fight monsters with the click of some buttons; but if he actually has to get off his ass and run around, swinging his sword and whatnot, he might simply not be able to survive.
Sure, there can be workarounds, just like you can adjust the power of your punches in Thrill of the Fight, but I think one of the fundamental problems (in regards to mass adoption) is that VR games are physically more demanding than flat-screen video games. It's just more relaxing to just sink into your couch and press a few buttons on a controller than to get up, dress up and get active yourself.