Right now the closest tech to do this would be something like WiFi - but the latency is high, and the typical home's WiFi network bandwidth (practically due to the vagaries of radio) is not sufficient.
A few reasons this is important:
- latency in VR induces motion sickness and operates on a different scale than we're used to for regular network communications. A 50ms lag in a 2D video game is acceptable, a 50ms lag in VR will cause nausea and vomiting. This is a domain where single-digit milliseconds matter a great deal for user comfort.
- resolution and refresh rate is everything - VR's viability in large part hinges on the resolution of the screens, which right now are somewhere between "poor" and "mediocre" - nothing so far has come close to replicating 20/20 vision. Moreover you need those screens to refresh far more quickly than a regular monitor - 60Hz doesn't cut it, 90Hz is basically the minimum. Streaming an uncompressed 8K stream at 90Hz over wireless requires more bandwidth than any existing standard can deliver. It's at the edges of our wired capabilities.
Of course you can compress the streams, but that not only degrades image quality (which matters a great deal when the screens are replacing your eyesight) but also injects additional latency into the whole affair.
It's theoretically possible - but would require developing a lot of custom tech that doesn't exist yet. It would also likely be highly sensitive to the exact particulars of the physical environment - one user may have a perfect experience while the other experiences so much packet loss/reduction in bandwidth that the whole experience is unusable.