VR Isn’t Growing Fast And My Story Shows Why
VR amazed me, frustrated me, and finally gave me a mission. This is my beginner-to-builder journey.

VR Isn’t Growing Fast And My Story Shows Why
VR amazed me, frustrated me, and finally gave me a mission. This is my beginner-to-builder journey.
In 2024, I got my first VR headset — the Meta Quest 3.
The first time I used it, I felt like I was stepping into another world.
Every day felt new.
Every night, I was dreaming about VR features I wanted to try.
I explored games, apps, and endless worlds.
Even my family noticed my excitement. One day, my cousin tried it for the first time. He was amazed. He spent 2 hours straight in VR and even said, “I changed the whole room structure!”
That moment made me think: VR really has power.
But then something changed.
My excitement started to fade.
From using VR daily, I shifted to weekly. Then I stopped for months.
Why?
- Sometimes the headset felt heavy.
- My cousin even said his neck hurt.
- He felt dizzy and almost wanted to vomit — motion sickness is real.
I told him: take breaks, do recovery exercises, and rest. But still, these problems showed me why many people leave VR after their first try.
After 6 months, my interest returned. I decided:
I don’t just want to play VR. I want to build something for VR.
That’s why I started Vroid City — a project to support the VR community.
Then I realized:
- Most people around me don’t even know what VR is.
- When I told my neighbor I was in the VR industry, he asked in Punjabi: “What job is that?”
- Even today (15 August 2025), half the people in my colony don’t know VR beyond what they saw on the news.
This gap gave me a mission: spread awareness, make VR easier, help people understand.
The Bigger Picture of VR Adoption
It’s not just my personal journey. VR adoption is slow everywhere.
- Meta spent $80B, but people still don’t rush to buy.
- Price is a huge barrier:
- Quest 2 = $399
- Apple Vision Pro = $3,499+ (with accessories $4,000+)
The truth: most people don’t see why they need VR.
Smartphones solved daily problems.
VR still doesn’t have that one “killer app.”
Why Many People Give Up on VR
- No easy demo: You can’t just test VR in shops like phones.
- Bad first impression: If your first try gives you motion sickness, you might never come back.
- Isolation factor: Phones connect us while we multitask. VR pulls us into a separate world.
But There’s Hope
Even with all these struggles, the market is growing.
From $12B → $22B by 2025.
When people try good VR, they usually love it.
That’s why I believe:
- Stop focusing only on hardware specs.
- Focus on making VR easier to try, easier to enjoy.
For me, VR went from excitement → struggle → rebirth.
Now, I see it not just as games but as a future industry to build in.
What about you?
What was your first VR experience like?
Did you feel excited, or did you face the same struggles?
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