The problem with just wrapping existing games with vorpX or Vireio Perception is that those games' interfaces are clearly not designed for VR in the first place, so you get menus right up in your face rather than focused out with a bit of distance, HUD elements you can't even see because they're too close to the corners and edges, so on and so forth.
Actually, about the HUD, let me point out something:
The circled area is roughly what I can see when I view this video through my Gear VR. Note how much of the cockpit HUD is cut off from that limited FOV, and also note how many pixels this effectively shaves off of a 2560x1440 screen. That's 1280x1440 per eye, only you're not getting even close to the full width or height of that.
This just makes the resolution issue even worse because you're magnifying a small fraction of that and making that the bulk of your usable vision. No wonder it looks kind of like staring at a huge 720p display, that's not far off the mark of what kinda pixel density we can expect out of these fourth or fifth-gen HMDs.
But despite that resolution deficit, the fact that things have DEPTH and SCALE now is so unbelievably immersive that I remain excited for next year's resurgence of consumer VR. Devs will just have to learn how to make interfaces that are readable at low resolutions and look good with head-tracking, and thus far, the best example is screencapped right up there: Elite Dangerous.