I've talked about this before, but I'll share again. I've had the opportunity to try VR since the Occulus Rift was in prototype stages (2008-ish). I've tried numerous different types since.
It's cool!
But for me, the novelty wore off very quickly. For something like Elite Dangerous, it's great! Sitting with my hands on controls and looking around the inside of a vehicle / cockpit feels incredibly natural and fluent. Very immersive. Surprisingly, RTS games, being able to move around in real space and lean over a "map", like a table-miniatures game come to life, was literally the most fun I've ever had with VR. One of the things I liked the least was FPS games. Not horrible, but I couldn't find the groove, and I almost instantly started thinking that it would be more fun with just a mouse+keyboard. The
experience of being "in the action" like that is very cool, like I said...
...but when the novelty wears off, I'm left with relatively disjointed control schemes for something that adds more distractions than focused gameplay.
Another big consideration is our level of technology and what is feasible on VR for now. I think Cyberpunk has stretched the limits of what can be done in an open-world, fully 3D environment. Verticality in 3D space is actually extremely complex, especially when you begin "stacking" levels on top of each other (like a building with multiple stories). Every point on every floor needs to be both triangulated
and differentiated from
all of the corresponding points directly above or below them. Think of how huge those numbers are going to become as we start stacking more layers...and then for VR...we'd have to do that process
twice...per
frame.
But, hey, I was wrong about the difficulty of having games transferable between the Switch and PC. (CDPR has a knack for pulling things off...

)