AFAIK the "force feedback" aspect is almost totally lacking. We've got no way to make it feel like you've touched something yet.
If you've done a driving game with a force feedback wheel vs without, its amazing how much the haptic feedback adds. Now spread that out to all those sensations that make up any activity; "VR" hasn't done much more than nod to the desirability of more complete feedback.
IIRC Neal Stephenson had some hard lessons when he tried to develop a VR fencing game; you can't do much to simulate hitting things without actually hitting things. see https://www.kickstarter.com/projects/260688528/clang