RIght now it's nothing more than another yawn-festival with a limited market appeal. Outside of the niche techie media, there's been little to no attention from the broader world that VR exists. It's like that exercise mat thingey made for the NES. Aside from a few really, really excited people (of which there aren't enough of to make a viable market that can reach a tipping point of sustainable, profitable sales) few know it exists and even fewer care. Even among the small target audience of device- and electronics-worshippers there's apathy and polarity. As a gee wiz exercise, it's sorta interesting but as a product with market potential, it just isn't going to make the cut to buy an accessory to a computer that costs half again as much as the computer its connected to. The broader consumer market where sales would actually offer sustainment treats computing as a disposable commodity and they're not going to spend $100 - $200 on a limited use accessory after spending $300 on a laptop.
The landscape was different back then. You didnt have major powerhouses like iD, Valve, Epic, Sony, Microsoft, Facebook, etc interested in VR. Nor did you have a community modding it themselves, or the ability to cheaply buy it and play it for hours at home. 90's VR required a trip to the arcade or some other venue where you got to stand in line and then pay $10 to play 1 game for 5 minutes. VR today means going to the Oculus website and mass downloading 100 demo's and possibly some A-list titles and playing with it for hours and hours all month long. 90's VR was simply too ambitious and as a result premature for its time. It would be like trying to sell people tickets to the moon right now, you're gonna have a bad time.