Thinking of developing educational content and digital twin in the related domain.
> Right now the greatest number of users and app sales seems to be at the low-ish end but not absolute low end ($300 Quest)
Those would be the gamers. But I am targeting students. And not many students can afford high-end devices. I am more interested in devices such as Google Cardboard, Zapbox and AR4E. High cost of devices should not become a roadblock for educational content distribution.
> Of course I could imagine exceptions here, so apologies in advance if you have some specific application in mind where the above factors aren't important.
I am thinking of developing educational content using Space exploration as a theme. Some applications that I have in mind will require interaction and collaboration. So a set of ZapBox and CloudXR is the ideal combination. But to start with I will use Google Cardboard.
BTW, what are you working on?