Glyph is another consumer VR product that is scheduled to start shipping in 2016, but it has moved back its launch date a few times.
Tarhuni said that consumers should expect that with these novel products, release dates will get moved back as the companies solidify ASPs, distribution channels and make final tweaks. The fact that most are slated for post-holiday season release is another factor as the companies assess how the existing VR products on the market performed. But Tarhuni does think the first half of 2016 will be a watershed for consumer VR.
Tarhuni said Avegant — while lacking the profile of one of the tech giants — could help to reinvent the home theater system. With VR headsets, you traditionally have to use your own headphones, the PitchBook analyst noted. He thinks Avegant can make a dent in the market for premade content, like movie-watching more so than gaming.
"This is much better than the 3-D glasses of old from TV companies," Tarhuni said. "It's not just 3-D but an immersive environment," he said, and added that it's probably less a play at the gamers targeted by Oculus than going after the consumer "sitting in the house watching a movie or traveling on a long trip."
An often overlooked area for virtual reality growth is the music industry.
Taylor Swift made big news this week when she cut a deal with Apple to have a concert tour video exclusively available on Apple Music. But what if that concert were in 3-D?
"With VR you introduce a new monetization scheme," Tarhuni said. "Right now if you're going to watch music videos, you can see them for free on YouTube. With headsets, you can introduce options such as watching it 'normally' for free or 'watching in VR for $4.99,' if users want it to be immersive," Tarhuni said.
— By Michael Sheetz, special to CNBC.com