After using a headset and motion controls for a year I was in Klepek's situation, minus the spiders since I use it for movies. There is no doubt that a great game can be made that works with current tech and I'm interested in playing Moss if it comes to PC.
I've found out so far is that:
-I hate wires in VR.
-I want headsets to be lighter
-And have significantly higher rez. Like 4K x 4K for each eye. It would require ~90 TFlops to render those 32 megapixels.
90 TFs costs $6,000 in 2018 .
GPUs double in speed roughly every 40 months (3 years and 4 months), Comparing 780ti to 1080ti (
https://www.techpowerup.com/gpudb/2512/geforce-gtx-780-ti)
40 months gets us down to $3000, 80 months gets us $1500, 120 months gets us $750. In the early 2030s, we'll be at the $200-$500 mark and we can have PC and PS7 VR games that look and sound almost indistinguishable from reality if you have bad hearing and bad eyesight.
Foveated rendering could cut this timeframe by 5 years or more, but who knows when eye-tracking speed will be good enough at the necessary price point. Eye movement can be
super fast.
This should be a big moment with a lot of hype and the beginning of mass adoption.It will depend on the sophistication of the headset and hand tracking/feedback. The interface comfort and intuitiveness will need to be fabulously good for most people to tolerate it.