See, VR is so awesome that it makes EVERYTHING better.
You said it, not me. But it can certainly make a mediocre game more interesting if you are in the game world and can look around and interact with things.
Still didn't explain to me the realism and immersion of teleporting from set location to set location, or of the floating arms, or of pressing buttons to use your hands
Pretty simple, you're actually right about the first point which
I've stated before but
you don't have to do it. It's also not unprecedented game design, ever heard of a Blobbers or Myst? In fact Obduction used its classic node-based navigation for VR teleporting shenanigans in its VR version (which again,
you thankfully don't have to use).
Floating hands you'll forget about 20 seconds into the game and they'll feel natural. And as the guy above said most of the time is preferable to having your entire arms rendered, since that looks goofier, they're always there in your FoV and they can only be tracked through prediction. I'm sure Valve has done a lot of testing there before deciding. They're talking a bit about it here and how they're still simulating the upper arms so you can't close a door on yourself with your hand on the other side, but not rendering them:
For your third point, tactile feedback always feels better than no tactile feedback, which is why I'm no believer in "hand tracking" or "glove" stuff, even though it was possible for quite a while:
https://www.oculus.com/blog/thumbs-up-hand-tracking-now-available-on-oculus-quest/
Maybe it's more purposeful for someone sitting on a transatlantic flight that wants to watch a movie or two on the big screen, but certainly not for playing lengthy games. Playing a game with a "Virtual Keyboard & Mouse" or a "Virtual Controller" would feel equally stupid when you're not actually holding something in your hand, pressing your finger against empty air and there's no feedback from pressing buttons or triggers.
Most of the time you're also holding something in your hands like a gun anyway and the way they designed the button arrangement is intuitive in that way, for firing a gun you pull the trigger with your trigger finger, for grabbing something you squish your lower hand like you'd grab something and your thumb handles the controller stuff, Valve specifically also designed their controller in a way that also makes it possible to let it go entirely in the air:
You're just a consoletard
On another note, I do find it unendingly amusing how you're comparing the current high-end of what PC Gaming has to offer (literally being able to enter Fictional Virtual worlds) with consoles at a time where most bigger titles are cross-platform ports and innovation is close to dead in that space and calling someone who hasn't owned a console since SNES times a "consoletard" because of your irrational hatred for VR, which you haven't even tried. I wonder what else makes one a "consoletard" in your mind? Appreciating 4K Gaming? Buying high-end graphics cards? Wanting 120Hz displays and high FPS? Appreciating Mods? Being into Simulator games and using HOTAS or Wheel+Pedals Setups? Please, do continue though.