Hands free VR is getting a little better as time goes on. That's gonna be the holy grail.
The design of a system that provides the brain with feedback (without being cumbersome) AND doesn't confuse the internal brain from inconsistent stimuli is the key.
Think about a video's sound that's just a little too late or soon... it confuses the communication senses. Big headsets and devices is a whole other issue.
It'll take off when it does, but the industry is still about 5 years away from that huge leap and even then it'll be a niche until a direct usage to the large consumer set can be found.
I think that will come first (in large scale) in the personal computer set environment (think minority report, in air ....graphical representation and device manipulation) - but even then the personal smartphone is the target there, so integration in
that realm is a competitor to the autonomous VR types we see today.
Once people accept a desktop move from physical screen to projection in a 3D element... that's when things start to meld up with VR's abilities.
(keep in mind a lot of people can't even deal with
basic 3D
movies without getting head aches)
Google glasses is somewhere in that arena. Getting all these points to meld... that's the big sell point for the masses.