You might have played the wrong game or your buddy didn't have the move controllers. The PSVR supports hand presence through the move controllers. Every PC VR headset supports it as well. It's a basic feature of VR. On top of that there are headsets that support per finger tracking (Oculus Rift, Oculus S) and full finger tracking (valve index). Hand tracking isn't even a new feature, it was there gen1.
It sounds like you are describing the Oculus S. Light, widely received as extremely comfortable, and doesn't get hot. $400 USD and It also only has a single wire and zero setup. If you wanted zero wires to the headset, wireless HTC Vive has been around for while.
2. Rift S proves this point wrong
3. Lack of EA or Ubisoft is no great loss to VR when you have Valve, Respawn, and smaller indie developers
4. Current VR wireless setups use Intel WiGig, which works very well. I don't know why you are going on a rant as if VR hasn't found a suitable wireless solution already, it exists and works well.
5. Well first, this point is really two points. You are saying 1. there is no definitive control scheme for games / controller, which is mostly true (although most VR controllers have a few buttons, a joystick, and 1 - 2 triggers). The 2nd point you are making is that games update for features of newer headsets and that means the experience on older headsets is lesser. To this I wholly disagree. As an Valve Index owner with both the Index controller and Wand controllers the finger tracking is nice in the games that use it but "wildly different"? Not even close. Finger tracking is completely optional for those who do not have the money to afford it, it is not in any way shape or form detrimental to the playing experience to those that do not have it. Might be nice for certain games like Car Mechanic VR but it is absolutely an optional feature.
6. This is where I'm starting to think you don't actually own a VR headset. Many VR headsets have open audio solutions, meaning you can hear the environment around you. HTC Vive + DAS, Index, Oculus S. Other let you choose your audio solution, which means you can buy a $10 pair of open clip on VR headphones. Same thing.
Second, there are headsets were you can literally see your surroundings while in VR. The Oculus S by default has pass through mode enabled, meaning you can see everything around you. The valve index also supports this but it is not enabled by default. It sounds to me like your evolutionary headset you didn't know existed is the Oculus S.
7. Apples to oranges comparison. VR is a gaming accessory, not a TV.
8. They have this already, it's called Thrill of the Fight, Beat Saber, BoxVR, ect.
2 weeks ago I sold a complete gaming PC system with an HTC VIve setup + DAS for less than $1,000. That's both the PC and the VR headset for under $1,000
This week I sold another because the quite aged parents of that person loved it and wanted in as well. The best part is they are just hooking the PC up to their TV, so no need to buy a monitor. These are people who would have never bought a gaming PC for regular gaming.
1. Not at all. About $200 more expensive then a regular gaming setup.
2. Half Life Alyx and it's reviews beg to differ. Beat Saber, Thrill of the fight, Paranormal Activity, Counter Fight, The Climb, Robo Recall, Blade and Sorcery, Arizona Sunshine, The Walking Dead Saints and Sinners, Thrill of the Fight, Prison Boss ect.
3. I guess if you're a limb noodle.
4. Please refer to the above games list.
5. True and yet there are some really good games out right now. That says enough.
Unfortunately some people do get motion sick. It's a combination of personal tolerance, the headset you are using, your movement style, and how good your PC is. The higher the refresh rate of the HMD the better. For those new to VR, you should always select the teleport locomotion style. The best way to build a tolerance is to play until you feel you are getting a bit motion sick and stop. If you actually push yourself to play when motion sick you'll just feel like crap.
Given that Half Life Alyx alone added 1 million VR players, it's safe to say the game did more than fine
https://www.engadget.com/half-life-alyx-adds-1-million-vr-users-on-steam-022621233.html
Not even accounting for the fact that the medium is continuously growing, so the sales over time will be significant.
A lot cheaper just to get an oculus quest and go outside. Completely wireless VR headset with tracking built in and pass-through mode so you can see what's happening in the real world.
Onto the topic of the article, is VR missing it's moment? I don't think so. The technology isn't quite there yet for mass adoption. Motion sickness needs to be nearly gone, price needs to be lower, and quality better. I expect that VR will increase steadily over time, not in some massive burst.