A year ago, Oculus approached me and offered to sponsor my research. They asked me, effectively: “Hey Glenn, there’s a lot of interest in networked physics in VR. You did a cool talk at GDC. Do you think could come up with a networked physics sample in VR that we could share with devs? Maybe you could use the Touch controllers?”
It’s incredibly facilitating to me that an outcome which sounds so simple (physics based animation of a stack of cubes) is so much more demanding in VR than it is on a screen. The uncanny valley is a lot wider when you’re totally immersed in an environment.