It looks cool but I wouldn't even know where to start to get a feel for VR.
Isn't it just faster to interact with your PC by using a keyboard and mouse? How do you control things in the VR world?
Right now, there's not really enough resolution to use it as a monitor replacement. It's more for entertainment consumption (imagine being IN the game, instead of just staring at it on a TV set or computer monitor). It does best for 360 photos & games, imo. 360 & 360-3D movies are starting to get better, but they still need to figure that stuff out better. As far as controls, there are a few ways to do it:
1. Gaze tracking: You stare at something, it can register as a click. So if you look at a menu item for 3 seconds, a circle can appear around it and click for you. Or like in the Land's End game, you use your gaze dot to piece together puzzles to open doors & stuff. So basically it tracks the tilt of the headset & lets you look around in 360, and then has a cursor in the center of your vision for pointing.
2. Headset buttons: Google Cardboard (like the Viewmaster) uses a single button for interaction. The Gear VR has a D-pad touchpad, plus a back button, so you get tap, swipe, and push. So you hold your arm up & press a button on the headset itself to register a click. It's actually not as bad as it sounds.
3. Gamepad controllers: The Oculus Rift comes with an Xbox One gamepad. I have a knockoff Bluetooth version from iPega for my Gear VR. For stuff like Adventure Time, which is a top-angled view game like Mario 64, it works great. Oculus has touch controllers coming out later this year, and HTC Vive has their own coming with their headset. There's also controllers for stuff like flight sims & racing games with joysticks, wheels, pedals, etc.
4. Lighthouse beacons: This is more for an enhancement of tracking. Right now, only the HTC Vive uses these for super-accurate tracking (down to less than a millimeter). The Vive is getting great reviews because of how accurate the tracking is, apparently it adds to immersion quite a bit. That, and the good headsets use 90hz refresh rates for more realism. Anyway, the Lighthouse system is pretty neat, check it out here:
http://gizmodo.com/this-is-how-valve-s-amazing-lighthouse-tracking-technol-1705356768
5. Motion controllers: This creates an invisible field & tracks your fingers. Leap Motion has a pretty neat setup that straps onto the Oculus headset, check out the video here:
https://www.youtube.com/watch?v=rnlCGw-0R8g
6. Machine sensors: This is stuff like the bird-flight simulators, omni-treadmills, exercise bikes, etc. I have a VirZoom coming next month, which is a portable exercise bike that ties into VR video games. So like in an F1 racing game, the faster you pedal, the faster your car goes:
http://virzoom.com/
The Virtuix has special shoes & a slippery bowl surface with a seatbelt system that lets you run around in games, like 3D shooters or Minecraft:
https://www.youtube.com/watch?v=aTtfAQEeAJI
The thing to remember is that this is bleeding-edge stuff. Everyone getting into it right now is an early adopter: the technology isn't there 100%, it's expensive, there's a limited supply of quality games & other content, but it's really,
really cool. Eventually we'll figure out the right combination of hardware, the technology will catch up for ultra-high-res miniature screens, more quality content will become available, they'll figure out the best way to do immersive movies in it, and the price will go down to more affordable territory. For now, if you get the chance, try out either a Gear VR, Oculus Rift, or HTC Vive to see what all the fuss is about. Google Cardboard is a pretty good intro, but even the Gear VR is in a whole different league in terms of immersion, so don't judge VR just based off that system. Basically, just get a solid half-hour on a quality VR setup & then make a judgement call...you might be surprised
