both. having tried a number of platforms and experiences, i've come to the conclusion that room-scale vr with positional tracking and handheld controllers is the real deal. static headset + game controller experiences sit more on the novelty end of the spectrum for me - but then again i'm not a hardcore gamer, so perhaps the upgrade isn't quite as revelatory.
the cool thing about room-scale vr with controllers ( or as i call it: real vr ) is that it doesn't map very well to traditional gaming paradigms. a lot of concepts have to be thrown out the window. a platform that challenges creators to explore new methods of interaction and what it means to have fun is invigorating. plus it gets you actually moving your body... a lot. that's revolutionary right?
lastly, i've found that when i step into an interactive experience that is more passive (asking you to react to prompts) i'm laughing or thinking about how novel this is - but when i jump into an experience that empowers me with a creative tool ( tiltbrush + medium ) i'm flooded with ideas and inspiration. freeing digital sculpting from the 2d plane of a computer monitor and suspending it before you eyes, with stereoscopic rendering and super deep toolsets, plus the ability to walk around & scale it infinitely is 100% revolutionary.