What's different is that Meta has sold 20+ million headsets, and there is a decent sized user base, albeit much smaller than people expected 5 years ago. This is not a dead technology just because you don't use it. In 2023 Meta Quest had roughly 6.3 million monthly active users.
So, in some sense not a lot, but it has a decent foothold of people using it often. It's clearly different from VR in the past where there were literally a handful or maybe on the order of hundreds of headsets in the world. VR now also has a ton of different niches and use cases beyond games. I also think a comparison with gaming console hardware is more apt than comparing it to something like PC or smartphone sales.
There are kind of two ways to look at VR. One is "no-one wants this because it is a bad idea". The other is "this is a good idea, but no-one wants it because the tech is grossly inadequate". _If_ option two is correct, then maybe eventually it sees adoption, as the hardware finally gets good enough. Personally I suspect that option one is correct, but I've been wrong about this sort of thing before and I wouldn't be _totally_ shocked if number two comes to pass.
(There's also number three: "this is magic and will change everything, and you'll do all your socialising and work via VR", but this is just bubble-pumping nonsense and I doubt anyone _actually_ believes it. And option four, which is like option two except that "good enough" is essentially technically impossible.)
What’s different this time?