Is VR Losing Popularity? Virtual Reality Trends and Insights 2025

If you take a look around any tech outlet right now, the VR buzz just isn’t what it used to be. Remember those wild predictions—VR headsets in every lounge room, group meetings in cartoonish virtual offices, and gamers locked indoors for days? A few years back, analysts swore this was inevitable. So, what’s really going on? Is VR losing its cool factor, or is something deeper happening underneath the surface hype?
The Hype Cycle: Why VR Blew Up—and Then Flattened Out
Back in 2016, the world went nuts when the first big consumer VR headsets soared onto shelves. Oculus Rift, HTC Vive, and Sony PlayStation VR all enjoyed a moment in the spotlight. Every tech trade show put VR front and centre. Even FOMO kicked in—people worried they’d miss the next internet. Companies like Facebook (now Meta) spent billions betting on the metaverse, thinking everyone would live and play in VR by now. Yet, here in July 2025, VR headsets haven’t exactly become as common as smartphones.
The numbers tell an interesting story. Global sales of VR devices hit a record in 2021 with 11.2 million units shipped, according to IDC data, but that momentum has slowed. By 2024, shipments shrank to 9.8 million—a dip that had many guessing the bubble was bursting. Major game studios produced fewer blockbuster VR titles. Social media posts about VR went down about 40% between 2022 and 2024 (Pew Research data). If you walk into JB Hi-Fi or browse Aussie electronic retailers, VR kits now take up a much smaller shelf than fancy TVs or headphones.
Why did the hype sizzle out? The truth is, early excitement ran way ahead of what the tech could deliver. Motion sickness, blurry lenses, sweaty face pads, cables everywhere—it wasn’t the seamless, sci-fi dream marketers promised. Then add in the sticker shock. Top-tier headsets cost upwards of $1500 (and prices rarely dropped). PC upgrades or game consoles added even more. And there’s the space issue; let’s face it, not everyone in Sydney or Melbourne has a living room big enough to swing around with controllers.
Some hoped VR would find new life beyond games, like in virtual meetings, fitness, and live events. While these markets exist and are even growing, none became the instant killer app. Yes, companies use VR for remote training—Qantas, for example, puts staff through VR safety modules. Fitness apps like Supernatural and FitXR get loyal users, but they’re still niche compared to traditional gyms or even Peloton bikes. In a nutshell: VR had a splashy debut, but the everyday hurdles kept most people sticking with good old flat screens.
Tech and Content: What’s Really Holding VR Back?
Here’s the catch nobody saw coming—VR’s biggest obstacles aren’t about graphics or hardware power. It’s about comfort, convenience, and content that keeps people coming back for more. Let’s dig deeper. Comfort is a deal-breaker. Extensive surveys from Consumer Reports and Australian gaming groups reveal that after the novelty wears off, most users feel headset fatigue. Wearing even the newest Quest or Vive headset for more than 40 minutes becomes awkward or uncomfortable for a lot of people. Headaches, nausea, and eye strain top the complaint list, even with the latest models boasting lighter builds and better balance.
Then there’s the hassle factor. Plugging and unplugging cables, charging batteries, updating firmware, recalibrating the space—each step puts off casual users. If you compare that to how simple it is to flop onto the couch and flick on Netflix, VR feels like a chore. Add pets or kids running around, and things get risky fast. Nobody wants to accidentally KO a lamp in VR boxing sparring.
But comfort and convenience only half the story. Content is the killer or kingmaker for tech platforms. For VR, though, quality content has plateaued. Outside of cult classics like Beat Saber, Half-Life: Alyx, or top-rated VRChat hangouts, it’s slim pickings for must-try experiences. Many new games just aren’t as deep, polished, or story-driven as their regular counterparts. Steam’s user review data shows top VR-only games rarely break 100,000 active monthly players any more, down from peaks years ago. Sure, modders keep some life in older games—people still put Skyrim and Minecraft into VR because newer options feel stale.
Moreover, there’s a silent divide between hardcore VR fans and everyday folk. The learning curve, high price, and need for constant device upgrades sort users into camps: those who invest, and those who give up after a few tries. You’ll see Reddit threads full of “my headset’s gathering dust” confessions. Is it a death sentence for VR? Not exactly—but it’s a red flag for anyone hoping this will become the next big mainstream gadget, at least yet.

Where’s All the Innovation Gone?
Back when the first Oculus prototypes wowed everyone, every year brought jaw-dropping demos. We saw eye-tracking, haptic gloves, even rumours of “smell-o-vision” VR. But what happened to those mind-blowing promises? It turns out, moving from a show-floor demo to an affordable, reliable product is a massive engineering headache. That’s why mid-2020s VR gear honestly isn’t that different from setups five years ago—lighter, better battery, slightly sharper screens, but not revolutionary changes. Apple’s Vision Pro in 2024 turned heads with AR-VR fusion, but for $3,500 USD, hardly anyone outside Silicon Valley could shell out.
Of course, there has been innovation—just not the Hollywood kind. Some companies focused on accessibility, like lighter headsets, prescription lens attachments, and controllers that map to specific disabilities. The medical world found real uses: Australian hospitals use VR for pain distraction and stroke rehab, where it’s shown real benefit for patients. Still, none of it shattered consumer barriers. Most updates are incremental, not game-changing.
Even the metaverse dream has faded. Meta, Microsoft, and others sank billions but saw user engagement crushed by technical glitches, underwhelming graphics, and a flood of empty virtual spaces. By late 2024, Meta quietly shifted resources back to AI and traditional social media, a telling move. VR fans are still waiting for a moment like smartphones got with the iPhone, that one product that feels essential instead of just cool.
The upside? Portable, wired-free headsets are standard now, at least for most consumer models. Hand tracking is more common, and things like mixed reality—blending virtual and physical—are on the rise. The most exciting stuff seems to be happening behind the scenes. For example, engineers at Sydney Uni are building VR haptics that use air bursts for more tactile feedback. That could change how games or training apps feel by 2026, but don’t hold your breath for a quick fix. It’s a slow boil, not a flash-in-the-pan revolution right now.
What Keeps VR Alive? Hardcore Fans, Niche Uses, and Surprising Comebacks
This might sound like doom-and-gloom for VR, but take a stroll through any online VR community and you’ll find tons of diehards. One Sydney-based group, the VR Social Mob, still hosts monthly meetups with everything from zombie games to virtual pub trivia. There are music venues like Wave or even live VR comedy nights with standups from around the globe. It’s not mainstream, but within its bubbles, VR is thriving—like niche music genres or D&D campaigns, it just needs the right audience.
Education and training sectors keep VR relevant. The New South Wales Department of Education rolled out VR history tours and science lab simulations for rural schools that never could’ve gotten these resources in person. The mining and aviation sectors use VR for training dangerous scenarios safely, saving lives and costs—real practical value, even if it’s “boring” compared to gaming. There’s also a rising fitness crowd: virtual boxing, dance routines, and meditation get you sweating while escaping the same old gym monotony. Friends stuck at home during Sydney’s lockdowns made massive gains in community VR fitness classes.
Strangely, VR is finding fresh life in older audiences. Aged care centres in Australia use VR to give residents access to faraway art galleries, gardens, and even family events—without leaving their facility. A project from Western Sydney University saw a 50% drop in reported feelings of isolation among VR users, according to the university’s 2024 report. You’ll also find therapists using VR for PTSD and anxiety treatments, where controlled, repeatable environments help with real mental health gains.
So who’s left out? Young kids, mostly. Health guidelines in Australia advise against regular VR use for under-12s because of vision risks and lack of long-term data. And casual gamers—unless you’re after deep immersion, the upfront effort still outweighs the reward. For now, VR lives somewhere between a beloved hobby and a Swiss army knife for teachers, therapists, and hobbyists—just not an everyday staple.

Where Does VR Go Next? Tips for Getting the Best (If You’re Still Interested)
If you’re still curious about VR or thinking about jumping back in, now’s actually a good time—assuming you know what you’re getting into. Here are a few smart moves to get the most out of your experience:
- Shop secondhand: With slow new releases, used gear is everywhere. Local Gumtree or eBay sellers often flog headsets at 40-60% off retail. Just check hygiene kits or swap out facial pads for comfort.
- Try before you buy: Sydney still has a handful of VR arcades. Dropping in for an hour can show if motion sickness is a deal-breaker or if there’s a genre you like.
- Focus on virtual reality apps that fit your lifestyle: Fitness junkies can find boxing and dance sessions; creatives will love painting in Tilt Brush; social types will find rowdy crowds in Rec Room or VRChat.
- Mind your space: Even with wireless sets, safety comes first. Move fragile stuff, keep pets and kids out, and use boundary marking so you don’t go too wild mid-game.
- Stay updated: VR tech moves slowly but does move. Subreddit r/virtualreality and Aussie meet-up pages are gold mines for firmware updates, game deals, and troubleshooting tips.
If you’re not onboard for the long haul, there’s no shame in taking a break. Most Aussies just want simple, reliable entertainment—and right now, TV, PC gaming, and mobile apps are easier. But don’t count VR down for the count. With work underway on lighter lenses, more inclusive controllers, and better room mapping tech, it could surprise everyone—just on a slower timeline than we all expected. For the right person, diving into VR now is like learning bass guitar before the next big band blows up. You might just be ahead of the curve when it swings back as the new craze.