Never.
VR will always be a niche platform - simulation immersion simply isn't as useful in the general case as external monitors, and even if issues with vertigo are solved, the VR gear will always be less convenient than the utility and ergonomics of a cellphone and laptop.
Most applications and games aren't significantly improved with the addition of VR. This can be improved but until it's as easy to use a PS controller in VR as out, it will by definition be more limited in terms of mechanics. Hand tracking is a nice gimmick, but a controller has a higher bandwidth. Also, the need for physical space to interact with the virtual environment makes VR a toy for elites.
The immersivity of VR will never be what it is in sci-fi. No matter how good the resolution is, that virtual walking tour through Tokyo or the Louvre will never be "like being there." It can maybe kind of sometimes be good enough, but there needs to be a lot more high quality free content available, like a social media platform just for VR video. Yes, this would just be 3DOF, but unlike a lot of people, I think 3DOF video has a lot of untapped potential and it's likely to remain the dominant form of VR simply because you can experience it while sitting in one place.
I think there is potential particularly in virtual social spaces like VR Chat (a VR MMO like FFXIV and VR driven V-Tubing might be fun) but the ergonomic issues would have to be worked out first. As a consumer (I have an Oculus Go, and a Rift) the size and cost of the gear need to come down a lot to be worth it for most consumers, and the quality of hand and eye tracking need to go up by orders of magnitude. As a developer who wants to work with VR, the development and deployment workflow needs to be easier.
Maybe it is easy if you know what you're doing. I don't know what I'm doing and I'm wondering where the Unity for VR is.