Not nearly the follow through/uptake. As usual I part blame Google, but in large part, it's just hard to get adoption of good tech!! Both from consumers, but more so, the 3rd party software market.
In general, I'm more excited for computational audio's potential to combine let's say "ad hoc" arrangements of speakers, for it's ability to acoustically map out rooms & deliberately create sound fields, than I am these kind of top down, high control systems like Atmos or VR where a heavily constrained, normalized set of speakers is used to recreate one specific audio experience. It feels like we're at 3D VR concert again, where you get to stand in one spot & look around. Immersive, so long as you are ok taking the role of a frozen obelisk in the scene.
[1] https://developers.google.com/vr/discover/spatial-audio
[2] https://www.youtube.com/watch?v=eWbaEr_mXRE
[3] https://googlechrome.github.io/omnitone/
[4] https://audioxpress.com/article/google-discovers-ambisonics-...