Right now VR isn't anywhere near "good enough" for the amount of hype ascribed to it. Almost no-one owns a high-end rig capable of driving multiple high res display, whilst many people find the lower res VR units are less pleasant than sitting in front of a decent monitor given how close they sit to the eyes. Still a lot of issues to work out : dislike of headsets, headset weight / comfort over several hours (beyond a 10-20min demo), comfort during hot weather, "VR sensor fusion" (eyes + inner ear positioning) only works on rotation axis not translation axis (beyond simple leaning a few inches) whilst sitting down, ongoing motion sickness even without any latency, spectacle wearer's discomfort, light bleed around the nose area, overnight grid persistence issues, calibration issues, can't see input device (keys on keyboard) so maybe limited to a controller which changes / limits gameplay to "fit" the device, headset based surround sound less accurate than a 4-speaker setup but speakers do not "rotate" with your head leading to confusion, etc. Some claim they can "push their way through" motion sickness, but how many consumer entertainment devices are going to sell on the back of "ignore the vomit, it'll go away after 18 months of training!" which sounds more like a 1950's Soviet nuclear fallout survival manual than a gaming enhancement...
I think it's going to take longer than VR firms wish simply because half the "problem" isn't just technology, it's that human beings are inherently different with different eyesight, tolerances and visual likes / dislikes. From what I've heard, even if you perfect rotation axis (pitch, roll, yaw), you cannot perfect the translation axis (x, y, z body movements) in the same way that maintain perfect nausea free simulation, because as soon as you start moving more than 1-2ft at a time (running / strafing / falling / FPS style jump pads) then your inner ears obviously cannot produce the "motion" that matches what you see (and which your brain now has a greater expectation of feeling vs a 2D monitor given the accurate rotation simulation), then a number of people get motion sick again from the "split" that occurs whilst you physically remain stationary when only the rotation axis movements will have an accompanying inner ear body movement, but not translation movements (beyond leaning a few inches). Even if you manufactured some kind of 2D walking treadmill, A: It still couldn't cope with accurate portrayal of sudden vertical movement (falls, jump pads, etc), and B: That simply doesn't fit in with the psychology of how most gamers play (flop out on the couch / bed / chair to relax).
Likewise, there's more to visual discomfort than just motion sickness. In real life your eyes work to both focus and converge on a point in space (Accommodation-Convergence Reflex). Since the focus/converge distance is the same, your brain has since birth learned to "couple" the two response together (Vergence-Accommodation Coupling). Headsets completely break that natural reflex as your eyes will be focal locked to only one distance (eyeball to VR screen distance) whilst your brain has an opposing instinct of variable distance convergence when "tricked" with the 3D effect. This "Vergence-Accommodation Conflict" isn't motion sickness, it's an additional effect on top of that which a lot of people find plain unpleasant for more than a few minutes / seconds, causes eye-strain, headaches, etc, even with silky smooth jitter free 120fps. So there's far more to "VR comfort" than just "stuff up the fps to 90-120, eliminate the jitter and all will be well". The very nature of how headsets try and split the natural focal/convergence paired reflex coupling, plus general eyestrain for many of constant forced focus of mere inches away is actually extremely unnatural as to how human vision works in reality.
By the time "full ergonomic total immersion VR" is "properly" ready (which may not even involve headsets in the long run), yes every current GFX card and every current VR kit will long be as totally obsolete as the 1st gen 1x speed Mitsumi clamshell CD-ROM drives were when 8-16x speed DVD-burners came out. Everything in between now and that is really just varying stages of Alpha/Beta testing for the 0.07% of the PC market who even care about enhanced realism enough to buy a single 2D 4K screen today.