The biggest reason behind that is more than likely the lack of hardware to fully perform at it's optimal. I know it needs something like a 90Hz refresh rate per each screen/eye. Secondly, also the fact that the lack of movement or motion and the game it is being designed for. You can't be playing an FPS game while sitting still behind a keyboard and mouse. This will create confusion in that your eyes are providing feedback that you are in fact moving but your body is telling you that you aren't. This is still why the best development for VR are game designs where the player is cockpit based (racing, flying, etc).





