This is my first post in this thread.
I like the cinematic aspect of having my head encapsulated by the screen, moving my head around, etc, but do not personally see the appeal of any of the real-world motion stuff. Although very cool, I don't see many of the mainstream audience wanting to play VR like that on a regular basis. I would love for VR to overtake traditional viewing as a platform for gaming (though I do not feel this will ever happen) but I don't see the full immersion style, with props, standing, moving around, etc being the most appealing platform.
Outside of consumer spectrums, VR has been available for a long time, my University has had VR labs for the past 10 years where you can walk through 3D environments, and having seen VR applied in clinical settings (VR can be useful for treating phobias and such) it seems that marketing the experiences and product has always been the issue, rather than the technology. Some of these setups feature integrated eye-tracking too, which seems absent from consumer VR, and as a passive feature that would enhance the experience vastly, I think that's much more important than being able to physically turn around with the device. I think that's a pretty essential component personally. From what I have read, the FOVE offers that and you can get an 'upgrade' for Occulus DK2 enabling it to support eye tracking. Hopefully this is in next-gen VR as standard.
For now, as I'm not interested in what Vive is offering - I think it's cool from a technological perspective but the games and how you interact with them do not interest me from the perspective of wanting something to play on a regular basis - I'm probably going to pick up the Occulus, or PSVR. Thus far I'm leaning to the PS VR, as it has more games that appeal to me. Battlezone, Driveclub, Rigs etc.