We will get used to VR cuts just as we got used to film cuts.
I don't think that the "cut" automatically applies to VR. Film is fundamentally more indirectly immersive. You are looking through a window into another world, and the immersion is also largely through involvement via plot/characters/interest. VR will also (hopefully) have this, but the jump up in immediacy from film is like the one film has from books. Instead of a "cut" I think other tools and vocabulary will arise that are much more interactive.
People like looking through a window into another world. I don't think slaving your POV to the level where it's strapped to your head is fundamentally viable. Looking through the magic window of cinema is an active choice to delve into that POV, moment by moment -- for you can always close your eyes or look away in an instant. With VR, it's more like you have the choice the moment you strap on the goggles, you give it up for the experience, then have the "safe word" of being able to take the goggles off. Many more people will like looking at stuff than they will like being strapped to it.
Day 1 Vive owner. It really isn't a big deal. Immersion gets overplayed a lot in the click-baity tech press. Sure it feels 'real' but about 3-4 steps removed from reality and where traditional 2D gaming is 5-6 steps away from reality. We are nowhere near anything that be can considered 0-2 steps from reality. There will always be an uncanny valley effect here and a sense of falseness. Humans aren't that easily fooled, unfortunately.
My Vive had performance issues where my background environment would randomly pop-up during games. It was kinda annoying the first time, but is no big deal. Sharp cuts are pretty meaningless. This stuff isn't exactly the Matrix. You're not going to be in constant amazement or think you're in some new reality with a new body. It still a screen pasted to your face and your mind knows this the whole time.
There's a big difference between the 3-4 steps and 5-6 steps. Just as you can't simply assume that everything in books automatically translates to film, you can't simply translate everything in film to VR.
My Vive had performance issues where my background environment would randomly pop-up during games.
I thought that was a feature called "Chaperone."
You're not going to be in constant amazement or think you're in some new reality with a new body. It still a screen pasted to your face and your mind knows this the whole time.
Who said anything about amazement? No one. What I'm referring to is precisely the fact that you know it's a screen strapped to your face. Being stuck on someone else's POV through something strapped to your face is a different experience than looking through the magic window of the cinema screen or the computer monitor. I think it makes a fundamental difference to how the "cut" works or won't work.
Chaperone is when you get close to your room's edge. There's a bug that can make your background environment, which can be anything - mine was a spaceship, appear instantly. Its no biggie.
Darkened theaters are rather like a screen stuck to your face. After a while you really stop noticing the 'static' background and people just focus on the screen.
This is true, but there is still a significant difference. You have to actively engage your eyes to have that immersion. This is also the case when you can explore and look around a VR environment. There is a difference in agency. Naievely use the conventions of film in VR, however, and you can lose that. Everyone wants to be able to peer into another's POV. No one wants to be strapped into it. Doing VR wrong can change VR from the former to the latter.
I don't think that the "cut" automatically applies to VR. Film is fundamentally more indirectly immersive. You are looking through a window into another world, and the immersion is also largely through involvement via plot/characters/interest. VR will also (hopefully) have this, but the jump up in immediacy from film is like the one film has from books. Instead of a "cut" I think other tools and vocabulary will arise that are much more interactive.
People like looking through a window into another world. I don't think slaving your POV to the level where it's strapped to your head is fundamentally viable. Looking through the magic window of cinema is an active choice to delve into that POV, moment by moment -- for you can always close your eyes or look away in an instant. With VR, it's more like you have the choice the moment you strap on the goggles, you give it up for the experience, then have the "safe word" of being able to take the goggles off. Many more people will like looking at stuff than they will like being strapped to it.