I bought both the DK1 and DK2 for the Oculus Rift, and I preordered the CV1 within the first hour of it going on sale. There are a lot of tech demos out there and a lot of buggy garbage that show promise that I've experimented with while using the dev kits. I initially thought I was going to have motion sickness, and in fact I did the first time I used the DK1 but it was mostly due to the latency issues which were better in the DK2. It was also coupled with the fact that the demos are created by people who are just tinkering with, and figuring out what is comfortable for a player. My heart sank when I thought that maybe I just couldn't play VR games. I'm also sensitive to motion sickness anyway, as I get sick as a passenger on long car rides, and sometimes on the train. Games that keep the player stationary seemed to work best for me and there are going to be a multitude of these because they don't have to answer the question of player locomotion.
I enjoy simulation games and there will be plenty of cockpit/driver's seat experiences on day one for the Oculus Rift and I'm sure for the Vive. Elite Dangerous was a mind-blowing experience and truly felt like you were sitting in a cockpit of a distant future spacecraft. It really is hard to describe the sense of presence in VR. Being able to naturally look around and not rely on a thumbstick or nub for head movement coupled with stereoscopic effects is more than just a gimmick or fad; It is how we naturally perceive the world. I also had a definite advantage in dog fights being able to easily track targets with my head and stay on their tail without having to use a thumbstick or rely solely on radar. I could just look over my shoulder or up and see exactly where the enemy was. Feeling legitimate vertigo as you drop from a high distance and see the ground rushing up to meet you is not something you can typically get from a 2D game, with outside stimuli to ground you in reality. We simply have become accustomed to playing games on a flat screen, with mice, keyboards, and controllers.
I don't think you can shoehorn contemporary games in to VR and not have it seen as a gimmick. There seems to be a few titles for the Oculus, like Lucky's Tale that just seem like they dropped a platformer in to VR. The effect is somewhat like playing with toys or action figures which is kind of cool in a way, but hardly a hardware mover.
I also have fairly poor vision (-4 in both eyes) and I had no issues wearing glasses, or my contacts. I also didn't feel any fatigue as far as eye strain or that burning sensation of "sitting too close to the TV" the biggest issues were text legibility on the poor resolution of the first two dev kits which is a nonissue on the commercial build of the Oculus.