I have been following in the VR arena since the 90s, and I'd just like to clear up a few misconceptions:
Just "porting" games over to the headset screen won't work. At all. Think about it. Your height from the ground, movement speed, Field of View, even object scaling is completely out of whack in your average console or computer game, and for a 2D display, that's completely fine. You don't really notice it when you have that one degree of separation from the in-game world. Telephones the size of your head, cars the size of Power Wheels, it's all good most of the time. In VR, you REALLY notice that stuff. The key term you will be hearing in reference to VR in the coming years is Presence.Immersion is to Presence as a drawing of a car is to an actual real life car. That's about as well as I can explain that term. It's something you have to see for yourself. Okay, so back onto what I was saying, you can't just port over a game to a VR environment. You have to completely rebuild it from the ground up, or you have the potential to make things look really wonky, or even worse, make people really sick. More often than not, you'll see games built for Morpheus rather than ported for use in Morpheus.
Second, the Virtual Boy is not even close to real VR. It's one of the first 3D consoles, a mistake and an eyesore in more than one way. Why the hell are you even referencing something that was introduced when the VR movement had barely started sprouting legs?
Third, it's not fair either to say that the Oculus Rift "sucks" because of your first 5 minutes with the Dev Kit 1. The Crystal Cove set AKA Dev Kit v2 is much better in terms of persistence and ghosting, and that's coming from someone with first-hand experience with both models, and I guarantee none of you that are poo pooing it have had any experience beyond the few pack-in demos it comes bundled with. At the present, not knowing much in terms of actual real usage of the Morpheus, it seems very close in specs to the Crystal Cove prototype/Dev Kit 2 besides having a smaller FOV.
In terms of pricing, it will have to be competitively priced with the Oculus Rift when it releases (Very likely Oculus will bust out of the gates first), or they risk it failing in the consumer market.Having a set that costs more than the console it goes for would be a bad thing, no?
Some of you are also asking "why hasn't VR succeeded before?" or "Isn't this going to fail like it has in the past?", and while I'm not a fortune teller or a mind reader, I can say that the reasons that VR failed in the past are for the most part, things that have been eliminated. Price: VR units of the past cost a hell of a lot more money than anyone would realistically spend. Graphics power and persistence: It's safe to say that early VR systems were horribly primitive in the graphics area. Not just with models and textures, but in resolution, frame rate and persistence. Using a VR system in the mid-90s would result in a massive headache if used for too long, if not motion sickness as well. Size of the hardware: It's no secret that the amount and sheer size of VR systems of the past needed a lot of room. The headset was the smallest part, and usually you needed it hooked up to a fairly large and beefy computer that would also need gargantuan cooling units to keep it from overheating. Will it succeed this time? I can't say for sure, but f I were a betting man, I'd say yes.