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!
I'm used to having the Quest 2 for long periods of time, it's purely the pixel bluriness when I see the monitors (for text). At best, each monitor in Immersed is a 1080p monitor. So 5 1080p monitors rival two 4K screens.
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.