The difference is you can't even get a decent dev kit for AR consumer applications. Other applications are proceeding just fine: the US Army bought a Hololens 2 for each and every soldier, you can use an AR headset to view maintenance manuals on a jet engine when you are inside it, view the plans for a construction site when you are at the construction site, etc.
Other applications produce enough value from the headset to justify the cost (how much money can you lose if you screw up a concrete pour?) but consumer apps struggle against TV sets, smartphones, video game consoles and other mature technologies.
I like the theme that some video game technologies are going to "break out". Specifically I see people working on "social robots" in the adjacent building to my office and it seems that they could take the same sensors and software and have it control the actions of a video game character rather than a custom-built machine.
But NFTs? That's something that drives good people away. I've gotten into what I call "subartistic" activity in the last year. A big part of it is the desire to make physical objects, but also I am really not so good at it and to get better at it I want to connect (or not) connect with people based on the merit of the work.
If I got involved with NFTs I could find "friends" who think my farts are music so long as they are part of an NFT; if I can make them believe they can sell them to a greater fool, all the better.
That's not what I want or need.