This is one place where VR accels. When a game's VR control system is well designed it's so much more intuitive than the non VR counterpart.
The most obvious example is you just look in the direction you want to look. You don't press and hold the camera stick and wait for the camera to swing around. Other good examples include actually ducking behind walls and looking around corners with your body instead of pressing the duck button and the peak around corner button. A good example of that is Budget Cuts but it exists in plenty of other VR games.
Yet another can be switching inventory by just grabbing things off your belt or back or arms.
I haven't tried Far Cry in VR. Usually games not designed for VR don't translate so well.