It's a better example, but still not directly comparable, because even the best 6DOF motion control input with Playstation Move still felt like remotely operating a hand through a video feed. And the most sophisticated FPS's gave you an airmouse cursor in an attempt to mimick a lightgun, and the bounding box turning presented a major challenge when trying to aim at an enemy while trying to keep them onscreen.
Motion controls finally make sense in VR. The spacial presence is so accurate that I can toss a controller from outside VR to someone in VR, and they'll catch it. In an FPS you can aim, move and look independently- there's virtually nothing stopping you from feeling like the hero of your favorite action movie.