Earlier quoted context omitted.
VR has a huge input problem, you can't touch any of the 3D stuff, you are basically left waving hands in the air. Bret Victor's lab is going in the other direction of tangible objects with digital projections.
There's really no reason we can't treat it like navigating a video game; movement and interation through the normal kb+m/controller model; the helmet is just the monitor, with a bigger pov (due to head turning) Im not sure why there's a belief that you need to pretend you physically exist in the vr world; you just need to be able to interact with, and navigate, for it to be sufficiently valuable. ie imagine using it…
The available market was gaming. With its emphasis on "presence", high frame rates, high polygon counts, dislike of visual artifacts and blur, and tolerance of low angular resolution.
And even now, as parts become available to create a better screen substitute, the market isn't seen as worth pursuing yet. But 2018 should see a higher-resolution generation of gaming HMDs. And there's Varjo to watch/hope for, though it will be $10k-ish.