> the most obvious target audience to drive meaningful usage is harcore gamers. And the novelty of Beat Saber will only go so far; you really need AAA titles and publishers.
I really feel like what you need is omni-directional treadmills. I really like VR rhythm games, but for most other games beyond that feel like you really need some more natural way of moving around. The only exception to that would be things where you'd naturally be playing sitting (in a cockpit, in a car, etc).
> The launch of Meta Quest Pro was abysmal
As far as Meta being out of touch goes, the Quest Pro not shipping with a total light blocker seems pretty indicative. i.e. you need to spend 50USD on https://www.meta.com/quest/accessories/quest-pro-full-light-... if you really want to properly game on it, on top of the $$$ you already need to fork out for the headset.
> I received the PSVR2 last week, but didn't have time to unbox yet. Really hoping it gives Meta a run for their money, and sets the bar high (despite being tethered).
If I compare the PC, Quest, and PS versions of a game like Beat Saber the PC version is moddable and a vastly better game for it with loads of custom contents, the Quest version is semi-moddable but cranky about it, and the PS version AFAIK isn't moddable. Even for games with official custom song support (e.g. Synth Riders), the PS version doesn't support any of those.
Even if technically superior in some ways I'd consider PSVR2 mostly an expensive paperweight unless they were to release PC drivers for it (which they won't). Only seemingly decent piece of exclusive content for it seems to be Horizon: Call of the Mountain, but that's only 10 hours or so.