There's a bit of wobbly logic at the end of the article.
The author argues that what we lack is a "killer app" for AR, and brings as examples Roblox, Minecraft and Fortnite.
However, all of those are fully VR worlds, and none of them are AR. Although they use similar tech, VR and AR are extremely different domains, and you really cannot conflate them if you are discussing applications.
VR has failed and continues to fail largely because isolating yourself from surrounding reality comes with a large number of extremely difficult challenges (both social and technical) that have nothing to do with how good the visor is. Let's pretend you could stuff it in lightweight glasses, make them 16K full FoV resolution, and make the battery last 24 hours - guess what? Most people still wouldn't use them, because almost none of us can have a "VR room" in their house. And if the VR app doesn't require me to move around, I might as well just sit in front of a screen: it's not actually much worse, and I can use a coffee mug at the same time.
As for AR, that eliminates the problem with your surroundings, but the problem of "do I really want to move around, and if I don't, why don't I just use a screen" remains. That makes the space of interesting applications very limited: I'll reiterate that not a single one of the author's examples is AR. There is exactly one AR application that I would call very successful, and that's Pokemon Go. As far as I can see, it was a one-off, never repeated, and it worked just fine with a regular smartphone. It's not exactly looking good for visors.