In spite of its novelty and shininess, not everything is perfect in the universe of VR experiences. In the realm of VR user experience, anything more sophisticated than being stationary and looking around are often some combination of incoherent, awkward, and frustrating.
The truth is that we won’t get very far advancing solely in the same direction we’ve been going in so far. The next innovation needs to have its origins in UX.
VR is waiting for its game changing product, like the smartphone market was waiting for the iPhone. Just as most of us don’t use touch screens on our desktops and laptops or wave our arms around like a frantic orchestral conductor to interact with our usual digital environments, simply tying real movement with in-VR movement is recipe for disappointment.