Much XR effort is commercial/industrial rather than consumer. FAGM's bets are long-term. Smaller OEMs seem to focus on industry and/or CN/SK/JA. Consumer XR software effort, but for games, is on phones/tablets. US consumer game VR, well, depression and a supply-chain-troubled Xmas, versus more time at home through next winter... shrug? My very fuzzy impression is people were already expecting merely-steady growth there.