1. It's surprising how well flat screen games work in VR with minimal changes. 3rd person RTS, retro top-down shooters, casual puzzle games. I personally would love to see more "low-effort" ports to VR of existing content as just adding stereoscopy, 6DOF and 360 to a game can make it visually stunning.
2. I wouldn't turn my nose up at more resolution but even first gen Vive and Rift and more than enough to make me happy. You see past the pixels fairly quickly. I've demoed VR to over a hundred people and very few comment on the resolution (I'd prefer more FOV than more pixels personally)
3. Cable management varies from the annoying (Rift with 3 cameras) to a non-problem (plugging in a Windows MR headset is basically just 1 USB and a HDMI)
4. You can grab an Acer WMR for close to $200. The GPU cost is still a burden but we're on the 3rd gen of VR capable cards now so a 1060 or a 970 is now entry level for PC gamers.
"Completely ruined" is hyperbole in any case.
Whilst I haven't produced any commercial VR games I have spent two years working with VR in Unity and there are many shortcuts to moving traditional content into VR.
Note that I'm not talking about turning FPS games into room scale experiences. I'm talking about using VR as a stereoscopic 360 view into the game world but maintaining existing control schemes. First person games might be more problematic.
What does that get us then? Just a worse version of the games we already have?
Hopefully we will have quality eye tracking and foveated rendering in a few years, so we will not need to render the whole screen in high resolution ever.
• Games needs to be reinvented for VR, which basically makes adoption much harder - playing a FPS in VR will get you dizzy very quickly, even for people that are not very motion-sickness sensitive
• Quality is still not good enough, you can feel the pixels, and it breaks immersion - 4K screens, or even 8K screens, are probably the minimum, which means that we need also graphic cards that can deliver two 3D scenes combined at 4K or 8K, and these cards aren't there yet
• Plugging/handling all the messy cables is a pain
• And of course the price, but I don't think this is the biggest issue here