As someone who recently invested in their first AV receiver, surround sound setup, then navigating hacked drivers to get Dolby Atmos, DTS etc working properly on Windows, finding I can't use my Hue strips in Netflix etc because of DRM, realising Plex cannot serve HDR content, having to edit EDID data so my PC would allow 4k/120fps + VRR with my fiber optic cables... I realise that we're living in an unnecessarily complex DRM hell.
I see you say you can't get used to it on a Quest 2, so the natural progression would be to a higher pixel count headset like Pimax offerings or similar. But even then, who is to say you can get used to that after you're 1-2k invested? I don't think the jump to VR working is directly compatible with say, going from a single 19" 1080p monitor to a 2 x 32" 4k monitors in that sense. First you have to adjust to sitting with screens strapped to your face for 8-12 hours per day.
The biggest factor to me for long periods in VR is comfort, in which case I prefer using the Rift S because to me it's so ridiculously comfortable, even after trying many Quest 2 halo headbands.
Another option might be the Reverb G2 for fidelity but I can't speak for it's comfort!
Google use licensing models for many of their products. I'm sure they could devise a model whereby a company such as Epic pay a fee per client download of their software. It could be negotiable. That way everyone wins, and customers get user friendly access to the content they want.
I didn't see this mentioned so apologies if it has, but the latest version of Google TV has a 'dumb' mode that has no external services as an option on first setup. There are TVs releasing with Google TV (Android 12) soon.
Your input methods comment is key. Today we can have an almost true to life virtual driving experience with peripherals like direct drive steering wheels, loadcell pedals, shifters and a motorised driving rig. It's an expensive hobby with great innovation. Until the interface problem is fixed for VR then it will be a very subpar experience compared to what's already available.
You can now extrapolate this to almost any interaction in VR; walking, flying, typing or shooting.
Until there's an input method that is able to emulate these experiences effectively, then it is pure science fiction.