> without advanced tracking.
And thus a completely different experience.
The biggest game changers in VR (in order) are:
1. High refresh rate (DK1 had this. So does the Go). The world feels "solid and out there"...
2. 6DOF head tracking (a huge difference - to the extent that I tend to use the term "real VR" and "sort of VR" to distinguish the two). The world continues to feel solid when your head moves even by small amounts...
3. 6DOF controllers (depends on the experience. 3DOF controllers suck but there's plenty of incredibly immersive experiences that get round this - basically by not using the controllers much. Trickier for games but for narrative and artsy things - it's totally doable)