> a little more immersive
I wouldn't say a little... 10% to 20% maybe. That can be quite a nice bump for stuff counting on immersion. But again, the software has to properly use the system... my neck really hurt after playing Subnatica, and the play-through pretty much ended anyway due to Cyclops being pretty much uncontrollable.
I think it's dumb to compare this to audiophile stuff with no proven benefit, it is a fundamentally different way of experiencing. The feeling of presence (as it is called in VR terms) is something that was really noticeable for me.
I suspect that maybe the immersion/presence just doesn't stick for certain people? I do know that I'm unusually good(?) at suspending disbelief and getting totally absorbed in media.
Two things: One, room scale is extremely problematic for most people because they simply don't have an empty room to do it in. I own my own home and have a room free of obstacles to play VR stuff in, and yet I still occasionally hit walls with my fist and once slammed my head and shoulders into one pretty hard. Frequently in-game objects seem to be placed physically out of reach.
Second, I get that "I remember it like I was really there" feeling from a lot of 2D games I've spent significant amounts of time in. Recently while playing Scavenger SV-4 I felt distinctly unsafe during a certain in-game event despite being aware on some level that I wasn't actually in that situation in real life. Maybe there's only a certain kind of mind that can get that immersed on a screen though.
Every time I read something like this about VR I hear the same stuff I hear from like, audiophiles talking about gold plated cables and shit. I have a Rift, and I get a lot of use out of it for Beat Saber and VTOL VR, but there's no reason the latter can't be non-VR and I would categorize nearly everything I've ever played with it as a gimmick.
The experience is a little more immersive than a screen, but in my opinion not that significantly so especially considering all the drawbacks.