I had a full vr helmet in the late 90s to play doom, decent, and so on. I can't remember the name of the helmet but it came with a mouse that looked like a hockey puck.
I would venture that this was the VFX family of helmet (VFX-1, VFX-3D)
It was one of the first 3D helmet, with extensive support in games.
Resolution was shitty (~260 vertical column per eye) in fact so shitty, that manufacturer did give separate count of R, G and B pixels (call it "790" horizontal resolution !).
Field of view was also awfully small (think looking into a small windows in front of you, as if you looked a laptop screen, instead of today's occulus rift's "surrounded by the picture everywhere").
Image was blurry (LCD. All this was happening long before the advent of OLED and other fast refresh devices).
But still, even if it was in its infancy, it was one of the first big thing to arrive on mainstream market.
I've never had one my self, luckily the local computer shop had one and I hacked around a bit.
A bit later, the "I-glasses" family of device started to get popular. Much lighter, slighty higher resolution, and used a mirror system that made possible to overlay picture over the actual sight ("augmented" reality).
Personnally, much later, I managed to land an eMagine 3D Visor (was working in medical research, had more money than when I was a kid).
Slightly better angle of view (45 one of the best pre-occulus), OLED display (so no blur, high resolution, etc.)
(though support for non-nVidia hardware required ordering a new firmware on a swappable ROM chip)
Nowadday Occulus Rift and the like have advanced a lot:
- replaced the complex optics and simple display, with simple optics and shaders to compensate distortion.
- actual real full field of view. you don't look through a small windows, you actually have a picture completely surrounding you.
- high resolution (thanks to all the "Apple Retina" and "Cram a FullHD 1080p resolution on a smartwarch" craze, we have small high resolution displays)
- really fast / low latency tracking (thanks to cheap high speed cameras, which supplements the electronic accelerometer/gyroscopes of old time)
We've reached the point where the technical short-comings are more or less being solved.
Thus we aren't as much in the Pong-era, as in the late 8bits / early 16bits console era:
technical problems are being solved, hardware gets available and affordable, now we need to learn to harness the medium and develop nice stuff.
Artists need to learn what can be done with this.
We are at the dawn of tons of new things coming out for VR 3D.
It's good that indie dev are currently thriving.