I don't think it's going to be quite the VR nirvana that some people are expecting, at least not for some of the more involved games that would benefit the most from VR - simpler console based stuff will be fine, although I'd expect there to be a similar level of bandwagon jumping crap that we had when the first "Multimedia PCs" were all the rage. Having a device like the Oculus Rift strapped in front of your eyes is a double edged sword; yes, you are totally immersed in the virtual environment, but you are also much more limited in your interactions with the real one. You are going to need to have situational awareness of both worlds, and do everything in the real one pretty much by touch alone, and that's likely a more limiting factor than some people might be expecting.
There's a lot of people planning on using the Oculus to play
Star Citizen when it comes out, yet this is a traditional old school style PC flight sim at heart which, as many old timers will attest, even with all the buttons and other controls on a HOTAS setup, you often still needed some controls on the keyboard. The game also has an FPS mode that many of those same players are planning on using with a mouse rather than a stick, so that most likely means that the left hand will be moving between throttle and keyboard and the right between stick and mouse. Sure, most PC gamers can touch type, but with the Oculus we won't even have the benefit of our peripheral vision to find the home keys and get our bearings to find the key(s) we want, and I think that might be harder to do quickly than some people expect, particularly when they are in the middle of a dogfight or attempted boarding. That's not to say it's an unsolvable problem, some extra thought on control to key mappings might be enough to avoid most mis-steps, and I expect to see a lot of work going into making input devices much more tactile to help with this over the next few years - braille keyboards for hardcore VR gamers anyone?