Now we get it. Now we know why the media is so excited by the next generation of virtual reality, and beguiled by Palmer Luckey's Oculus Rift head-mounted display in particular. Don a ready-calibrated unit, dive into a specially prepared demo and the next ten minutes of your life could well redefine your expectations of the next era of gaming.
http://www.eurogamer.net/articles/digitalfoundry-hands-on-with-oculus-rift
Digital Foundry finally got one and did a write-up.
EDIT: Apparently it's using the same screen as the Nexus 7? Interesting if true. Guess it doesn't leave a lot of hope that the 1080p model is going to have significantly less blur.
Also, the effective resolution (excluding peripheral vision) is approximated at 420X360. They speculate even a 1080p panel is only going to get the effective resolution into the 480p range.
The effect is somewhat akin to playing games standing in front of a stadium Jumbotron - pixels are colossal, and resolution is low to the point where almost all of the text in Team Fortress 2 is completely unreadable. As a consequence, there is clear and obvious motion blur from the LCD too, though this was less of an issue than we thought it would be.
Wasn't this kinda expected? You need 4k screens if you really want an effective resolution around the 1080p.
Also while the rift has 110 degrees FOV, which is impressive, to really want to have total view filling immersion you need more then 180 degrees of viewing range.
Some guys at the http://www.mtbs3d.com/ forums are looking at Fresnel lens stacking to reach higher FOV