Other problems for VR
The graphics hardware, computer and display device, are looking to be a big barrier, but some VR concepts also seem to depend on fast internet connections, not just bandwidth but round-trip-times to servers. I have seen a figure of 40ms quoted before there start to be problems with people sharing an environment, but it hasn't been clear whether that includes the transmission time across the internet.
Maybe it's enough to wait for the 3D world model to download, and then a user can walk around the new building to see what it looks like, but as soon as you have somebody else in view, not in the next office, there will be problems.
You can cope with these problems with a monitor screen as a window on a virtual world. It's the new VR element, the head mounted display feeding each eye and overwhelming the other senses, which make any sluggishness a problem.
40ms? That's barely big enough to cover California. Bandwidth has increased enormously, but the round-trip times have hardly changed since I started using dial-up.
And I have not seen a convincing explanation of why I might be wrong. But it looks from here as if the VR-hype comes from a geographically localised cluster of enthusiasts around San Francisco Bay.