Devil's advocate take: Unlike cheap handheld gaming consoles, when it comes to VR, cheap VR devices with large drawbacks might actually be poisoning the well , instead of helping VR uptake. Hear me out:
People will naturally go for the cheapest option when making an impulse buy like this, play with it for a bit, be disappointed by the compromises made to achieve that low price point, return it or let it gather dust, and then give up on VR forever thinking it sucks. The Q3 while being more expensive and less of an impulse buy, might leave less people frustrated and willing to give up on VR and more likely to recommend and tell everyone how awesome VR is. Just a shower thought.
I think also an important metric would be to look at the rate of returns for those devices as well. That should let us know how many customers were actually happy with their VR console.
My biggest issue with the Q3 and why it probably sells much less, despite improving Q2's shortcomings, is it also includes a lot of unnecessary AR gimmicks that needlessly jack up the price and no VR gamer ever asked for. People want to try VR for full immersion escapism, not to look at their apartment/living room in AR with expensive goggles on. They can already do that on their iPhone/iPad.
IMHO they should have just left the AR gimmicks out of the Q3 to keep the price lower and keep the focus on VR gaming. It would have sold much better, but it seems The Zuck really wants to keep pushing AR to people (probably for AR ads and AR shopping in the future).