>>371009073
>Most of the options continue to be wired and have essentially the same pitiful field of view that the CV had.
Eh, this one is bit of a shit argument. We have an immensely popular headset that can do both standalone and wireless, it just happens so that you and me don't own it. VR as a tech moved forward since CV1 for sure, we're tracking individual fingers on every major platform, software/api got super friendly (i remember how i struggled like hell to set anything up in Unity years ago, now setting a VR project for steamvr is the matter of reading one 5min tutorial), it's all going forward.

Then again, it sure isn't as lively as it could be. Unless facebook meta kicks in, VR will probably remain niche. I'm fine with it, but i can understand why many are not. 

>>371009226
>wheel
g29, t300, but you can go more budget if you want to. Just make sure you're getting at least 900deg rotation (not that you need it, it's just that there are no good wheels below 900deg) and real FFB that's well-supported, meaning at least g27/dfgt, or thrustmaster t150. 
>ultrawide
I got ultrawide, VR is just something else. Full 1:1 scale, depth perception, 3D, the overall feel is to die for. Google around and see how much effort simfags used to put into setting perfect FOV for their setup, and now imagine that VR has pixel-perfect FOV no matter where you are and what is your head positon, and that's only one of many, many upsides of it.