One of the reasons why it may lack real-world interest is lack of content.
People need to believe in the medium and pioneer content in spite of lack of interest, in hope to generate that interest, or it will remain an unsolved chicken-and-egg problem.
I believe Newell and Carmack do want to make high quality "games" in the sense of interactive experiences, and they see VR as an opportunity for that. What's required is patience and dedicated resources, fuelled by early adopters/aspirers.
That's fair. Seeing an impressive example of the tech put to good use might get me excited about it, something beyond another 3D "walking around" simulator.
Maybe it's one of those technologies that needs a breakthrough moment, or to reach critical mass to where mainstream adoption starts occurring. Because right now it feels very "really? We're trying to make this happen again?" to me.
Actually because of the way your brain and body are linked: a 3D "walking around" simulator, (while sitting stationary) is currently the worst possible VR experience.
The best, is piloting a machine - car, plane, etc. You're in a seat, like your real body is.
You're waiting for the: experiencing a X-Wing in motion while in a dog fight destroying TIE fighters over Jakku, R2-D2 beeping in your ears demo.
If you get the chance try Eve Valkyrie on a DK2. It is one of the closest, currently existing, demos to the one I described above.
People need to believe in the medium and pioneer content in spite of lack of interest, in hope to generate that interest, or it will remain an unsolved chicken-and-egg problem.
I believe Newell and Carmack do want to make high quality "games" in the sense of interactive experiences, and they see VR as an opportunity for that. What's required is patience and dedicated resources, fuelled by early adopters/aspirers.