;-)
Not that I really care, there's enough usecases where it adds value (eg simming) to support a cottage industry. And I'm not a trend follower anyway, I like to make my own choices. Most of the things I'm really into are very niche.
But it would be nice to see a bit more content for it.
But then there's the price to value ratio. There doesn't seem to be anything that is a must-play killer app, and while the catalog seems to have some gems it still leaves me with the impression I might drop a few hundred dollars for a couple hours of entertainment. VR seems like a radical change in design philosophy from the last 30-40 years of game development, and devs are still working out the specific language and techniques that are pertinent to it as a medium
While the Quest 2 is the cheapest on on the market, I'll be damned if I'm giving money to Meta and from there headsets start to ramp up drastically in price, and still have inconveniences like needing to be tethered to a PC
Really it isn't any one thing that's an issue so much as a bunch of smaller issues that make it seem like it's just not worth at the moment unless you got to drop on an item that's still at the niche phase. This will all probably improve over time though, and more people might start adopting
Bug fixes will be given some time but telling management/business, we need 2 months to go and clean up everything we've built over the last 6 since we now have an idea of how to structure this capability is gonna be met with a laugh and a no.
Inevitably something will break or a new feature will not be possible cause of existing limitations and everyone will get mad since no one told them something could break without an improvement even though you told them well beforehand that the ground was shaky.
I think companies not prone to this are ones where their product is a technical one like cloud services where the business really is the engineering and engineering isn't a means to an end.
Then, seeing the speed with which those first X features got implemented, they now request Y features and the cycle repeats.
But constantly measuring feature/release velocity means that things that do not directly benefit new features/releases get de-emphasized, such as encouraging developers to not just implement a feature, but go back to their code and try to disentangle the code they just wrote from any other code they may have stepped on. And it's even harder to get the business to agree to not push out features but instead give time to just go back, look and what's there, and figure out how to make it possible to add the next Y amount of features
There's something intoxicating about being able to have a bunch of teams pushing out new updates, but these high velocities can make it near impossible to revisit something. Hell, I've gone back to code bases on projects I haven't touched in only a few months to suddenly find everything has become riddled with spaghetti code and weird hacks to bypass systems. It works, but each release starts developing longer and longer bug fixing time
This claim might be true but it’s simply not showing up in the data which suggests that even if true, the effect is probably minor.