One thing my GF and I do to at least get 360 degrees of vision out of the Google Cardboard without bumping into things is by sitting on a computer chair with wheels, it's much safer.
Given the couch-potato-ey nature of gamers and video enthusiasts everywhere, I'd say a smart bet is on VR chair companies. (hey I'm guilty of that too, the last thing I want to do after a 12 hour shift is jump around and fight aliens standing up)
The rift has code support in all the major game engines now (I've seen the code in Unreal 3/4, Rage, etc), but I personally think a big hurdle for the AAA videogames biz is to get over this third-person view nonsense that has dominated videogames in the last console generation. The problem with first person on consoles is that the controllers are still not that accurate to smoothly pan around and aim your gun in 3D, and that's why you really need decent head tracking and gesture capture before you can even think about killing off the controller. Some of the new aftermarket controllers could become "must haves" once you put on a headset which will force you into a first person mindset. Third person games are still obviously possible but I think (hope) they will be cast aside eventually.
That said, I bought an OTG usb cable adapter to keep up my Xbone controller to my nexus and try out some VR games this weekend Cardboard. I'm definitely picking up a Maxwell GPU due to the improvements in latency which has some reviewers of the latest Rift saying they experienced actual "Presence". And that's a big step. Suddenly, your mind is really tricket into thinking it's not here but there, and that only happens when both blur and latency and the quality of the pixels are good enough. (The audio as well cannot be understated, I look forward to hearing the latest 3D audio engines on headphones).
One other thing I should mention is that as soon as you upgrade your DPI on your phone you get a huge benefit, but getting rid of the visibility of the pixel structure is the first step. Going up to QHD from FHD is a good step. I definitely noticed a huge bump in quality when I put my cousin's retina-capable iphone 4 in my cardboard instead of my own phone. Some of the other tech that's interesting is streaming, though the lag there is really too slow I think. Maybe locally rendered from your PC but then streamed to your phone via wifi could be fast enough, so long as there's some kind of latency-aware protocol. I really hope they get their act together and figure out a way to make G-sync or Adaptive Sync work with the Rift. Carmack said last year that G-sync wouldn't work for some reason (perhaps the same reason that causes G-sync to not work at the same time as ULMB / low persistence tech).
Hopefully that will be ironed out by the time the dust settles and Adaptive Sync kills G-sync. With the need for uber high res displays at high refresh rates I see DisplayPort 1.3 being used almost exclusively for VR, at least on the PC side. Apparently even the GPUs on the consoles could potentially get a firmware update one day to support Active Sync via HDMI if the HDMI specs people get their thumb out and actually see what Vesa has been doing.
Last edited by RLBURNSIDE; 09-25-2014 at 11:52 PM.