The content is still a little thin I think. It seems like they're positioning it as a gaming console, and while they have some fun games like Beat Saber I don't think they have the depth of content that popular consoles usually have.
I think the other big thing left is the comfort/weight distribution, for me it's not terrible but I think there are other VR devices that are better. If they just get this to a good enough level I think watching 2D media becomes interesting. If a group of people want to watch the same show at the same time and place and own a big TV, it probably won't replace that, but I think there's enough other circumstances where media is consumed for VR to make inroads if it's comfortable enough. The nice thing about that use case is there isn't the same chicken-and-egg software problem that VR has in other areas.
Right now I don't feel this is the product that will take it mainstream because of those issues, especially the content. It's a shame that Oculus wasn't able to make it (optionally) plug in to a PC and has a separate headset for that. I feel like a lot of the current PC-based VR customers will order that by default, where if they made one device that worked in both cases it would bring along more of their existing userbase to mobile. Even primary PC gamers would probably appreciate low-power versions of their games that they could use on the go.
It's still very good for a v1 device though. If they keep addressing the biggest problems more mainstream success (didn't Mark Zuckerberg say his current goal is to sell 10M units?) doesn't seem that far away.
If that had been my only experience with VR I’d think it was stupid. Having owned a VR headset before I know better, but others might be really turned off by that.
I had a Samsung Gear VR with which I'd play a Tron-like ping pong game. Lots of fun initially, almost no learning curve, but gets repetitive very quickly.
I'm hopeful Quest will mitigate these sorts of things.
With VRidge (https://riftcat.com/vridge) I was able to setup my Pixel 3 in a Daydream headset, use 2 older smartphones as my tracked controllers, and enjoy everything from BeatSaber to SkyrimVR. Image could be better and smoother, but I don't care. I'm throwing fireballs and am fully confident the VR age is here for all intents and purposes. I'll drop the $$$$ on a dedicated setup in a few more months, I'm sure.
VRidge sent out an email earlier today about supporting the Oculus Quest.
(1) Lack of inside-out tracking. The basestation solution for the Vive was at least slick and clever and not terribly inconvenient, but needing 2-3 webcams connected to your PC for the Rift was crazy.
(2) The cord to the HMD was just too much of a nuisance.
I told myself I wouldn't get into VR again until it was untethered and didn't require external sensors or cameras. Lo and behold, here we are with the Quest only a few years later. I haven't had a chance to try it yet, but to me other VR HMDs feel somewhat irrelevant in comparison.
I just picked up a Rift S yesterday and started playing with it.
When I had the Vive I was pretty disappointed in the Rift (no touch controllers at the time, leaked light through the nose, just generally worse).
The Rift S is a lot better. The tracking without base stations, the touch controls work well, and they've really nailed the little things with the experience (easier setup, better menus, better hardware, fewer cords etc.). The price is also pretty good at $399.
The much more expensive unreleased Vive with the new strapped on controllers looks interesting, but it's really nice not having to deal with putting up the room sensors. Also since the new Vive will be more than double the price it's not really a fair comparison anyway.
I'm pretty impressed with Oculus' progress.
Maybe it's irrational, but I just don't want to support that company.