I think the monumental failure of Nintendo's Virtual Boy pretty strongly illustrated that if you can't do this perfectly, you shouldn't do it at all. Within the current constraints (including budget), making a "good enough" product is clearly not feasible. As this article points out, even a few milliseconds too much causes massive problems (worst case: severe nausea – car sickness).
On top of that, it's not even clear that people want this. Full-on Virtual Reality is a bit antisocial and hyper realism isn't the only thing that makes games immersive and/or fun.
On top of that, it's not even clear that people want this. Full-on Virtual Reality is a bit antisocial and hyper realism isn't the only thing that makes games immersive and/or fun.