But the iPhone is an iterative technology. It was still built on the innovations in the phones space - innovations that that had testable and provable mainstream demand.
VR to all intents and purposes is not that.
But it is... in the "provable mainstream demand" box we have Wii and Kinect... they did sell well. 3D is in there at least in the cinema. These are two major components of VR
The rest of the components are small, high quality screens and accurate, fast sensors... now both cheap, mainstream products due to inclusion in other technologies.
But all of these together and you get VR. It is built upon solid foundations, utilises cheap and effective technology in new an interesting ways.
The Smartphone did exactly the same. Most new technology products to be a runaway success it needs to be:
- reasonably priced (but not necessarily cheap)
- being greater than a sum of it's parts (even better if those parts are tried and tested)
The smartphone was nothing more than a combination of improved touch displays coupled with improved low power computing power. The new bit was putting them together with an innovative and easy to use UI.
VR always failed in the past for 3 reasons:
- bulky, expensive, low quality video screens
- bulky, expensive, low quality positional sensors
- 3D hardware able to churn out decent graphics at 60fps was too pricey
All of these are "solved"