The thing that's most novel to me (not much VR experience, though) is how you convey the masses of held objects, given the lack of force feedback. It implies that the virtual hands have some kind of not entirely real existence in the simulation, or it's like you carry everything via an elastic string. A more "simulationist" approach would be to have the hands meet resistence to their movement, but that would break the linkage between player movements and visual feedback.