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VR is fantastic and in some genres a total game changer, but there are a few issues with it in terms of mass adoption.
In no particular order:
1. Price of admission (not only the VR peripherals, but also the needed computing grunt)
2. Graphics fidelity (low resolution)
3. Comfort (not everyone is up to blocking out your surroundings wearing such a bulky device, let alone for hours on end)

As for 1. and 2. I think there's one thing that can really help there: Eye tracking.
The camera will then know where on the screen you are looking, and the engine can then render that part of the screen in the highest resolution.
Remember that your eyes can only see a few degrees of FoV sharply (like, less than 5 degrees). That, combined with a 4K screen could dramatically increase visual fidelity per TFLOP/dollar (there's already a 4K VR headset that's much cheaper than an Oculus).
No blurry rendering resolutions, no distracting screen-door effect, perhaps even increasing overall FoV while we're at it.

As for 3. that will always remain a thing. But then again, many people (including me) are very much willing to wear a VR headset that blocks out your surroundings, just for the very experience (which is awesome).
VR will never replace traditional gaming because of the nature of the experience, but I do believe it will be an important part of gaming. A bit like TV/Home-Cinema never replaced the Cinema. It's just a different experience.