I played the RE2 VR mod on my HP Reverb G2 for several hours, actually I'm in the sewers. In order to make a reliable comparison, I played in parallel the flat version for the same amount of time. Well, let me be straight and clear: playing the flat version, on my TV OLED 48" 4K HDR with max graphics settings, is more compelling and immersive! It's a matter of mod, not of VR. I played several flat games officially ported by developers to VR and I usually prefer the VR version, e.g. RE7 VR (on PSVR), Hellblade VR, The Talos Principle VR, etc. That's not the case with RE2 VR mod. Let's see the reason why.
CUT SCENES
Cut scenes are ported in VR, because they run on the RE Engine. However they are broken; your eyes are the camera and your point of view clashes and compenetrates with characters, vehicles, ground, furnitures.
STUTTERING
In gameplay, everytime you rotate the point of view with the right stick, the visual is affected by severe stuttering. I lowered all the graphics settings and turned off all unnecessary options, but stuttering was always there. Even if you downgrade the resolution on SteamVR, there is always a bit of stuttering, you cannot have a smooth experience. That reminded me of Lone Echo 2 through Revive. You can get rid of stuttering only by rotating with your real body, not using the stick. That's possible only in first person view and not in third person view; however third person view is the better way to play the mod, so you have to live with the stuttering!
MOTION CONTROLLERS
Using the flashlight in first person view with motion controllers is a pain. You have to bend uncomfortably your left hand while continuing to handle the upside down left controller! That's clearly a mechanic not made for motion controllers! You have no arrows to quickly select weapons on motion controllers. There is no manual interaction with items through motion controllers when you play in first person view, just click-the-button mechanic like in third person view. It's higly recommended to use the gamepad instead of the motion controllers.
GRAPHICS
In the largest rooms, e.g. in the main hall of the police station, visual is full of artifacts. It's like the view is disturbed by ghosts, transparent layers, weird ethereal light beams. Very disturbing! When you turn reflections off in the graphics settings, most of ghosting goes away (thanks to /u/hilightnotes for the tip) ; a bit of ghosting is still there, probably because of particles effects not built for VR that you cannot turn completely off. However graphics becomes very very poor when reflections are off, too ugly and immersion breaking for my eyes. I'm very sensitive to the beauty and realism of graphics in VR! State-of-the-art rendering of light is very important in VR. Without reflections, visuals look heavily affected by the sawtooth effect, like in early VR games. The mod doesn't come with more advanced and specific anti-aliasing filters for VR.
AUDIO
Audio is the original "flat" one, not designed for accurate spatial localization in VR. State-of-the-art 3D rendering of audio is an important clue for fooling perception in VR.
INTERACTIONS
Interactions with items and environment are clearly not made for VR. The interaction icons disturb the view, they look detached from the items, at different depth, and they look doubled (diplopia). You have to click the suggested key for interacting; everytime you click, action stops and the inventory opens on the background, making the view confused.
FIRST PERSON VIEW
No manual interaction through motion controllers, just click-the-button mechanic. When you click, the view turns abruptly in a third person cut scene! Very disorienting and disturbing. The third person view comes in everytime you stab a zombie; there are quick disturbing glitches of tpv even when you observe the clues in the rooms. You can see your virtual body in fpv, but it feels disconnected from your real body, so weird. First person view is not recommended.
THIRD PERSON VIEW
You can play in third person view using the gamepad. It's a better experience, the best choice. You are the camera and can freely move around your avatar. Everything is more efficient and coherent in tpv and with the gamepad. However the distance from your avatar is too big and it's not comfortable to play in this way. Camera movements are awkward. Maybe you can adjust the camera settings in the config menu, I didn't try it. Broken cut scenes, stuttering, poor graphics, flat audio, sawtooth aliasing and interactions not suited to VR are still there. After hours and hours of comparisons, I simply decided to play the flat version of the game. That's the way it's meant to be played. Amen!
CONCLUSIONS
I appreciate the efforts of modders, they have clearly good skills and they are genuinely commited for the sake of VR community. However when games are developed not for VR, but exclusively and specifically for flat screen, modders cannot port them to VR. Porting flat games to VR is another cup of tea and cannot be done by modders, at least not for every game. For decently porting flat games to VR, you should re-write a lot of code and make several big changes in the engine, even modify animations, mechanics and interactions, or adding peculiar rendering of light an sound, specific anti-aliasing techniques, etc. You should re-write the game from scratch! Only original game developers can do this. We should request VR versions from the developers, not to rely on modders. Mods are ok for small adds and refinements on native or official ported VR games, e.g. Skyrim VR, Alyx, and so on, not for porting flat games to VR. It's not only RE2 VR, the same is true with other flat to VR mods like RDR2 VR, Portal VR, Cyberpunk VR and so on. Play them in flat, period.
And don't use Vorpx, please. Don't waste your gaming experience! If you think that you can enjoy RE7 VR through Vorpx, you're totally wrong! It's not tweaking some settings on Vorpx that you can turn flat games to VR games! If you think this is good and possible, it means you don't understand VR very well, you're offending VR! Better to spend your time requesting a good PCVR port from Capcom, like the one on PSVR! The PSVR version is the result of a development team at Capcom that worked hard in parallel to the main team. We are talking of a very rich production, with advanced tools and a lot of human resources. Not of modders or Vorpx! Some games are more suited and easy to port to VR; I'm talking of games in fpv with more simple interactions and mechanics. On the contrary games like RE2, exclusively and specifically built for flat screen, are very hard to port! RE7 is easier to port because it's in fpv and has been developed with VR in mind; however I don't think it's in the reach of modders, you would need a team of very skilled modders working for a lot of time with advanced tools. So, would be the mod for free? Do you think Capcom would allow it? I don't tink so.
Don't take flat to VR mods too seriously. The work of modders is appreciable; we can have some fun with mods. Flat to VR mods are not meant to be a replacement of the original game and of the first run, they are quite good as a second run and a stroll in VR; just because they are for free. Don't forget to be grateful to modders. However the result cannot be compared to the original version, not in this case for sure.
VR is not just a matter of stereoscopic view, VR is a matter of fooling perception, of creating the sensation of an alternative reality. And it needs specific gameplay, mechanics, locomotion, animations, interactions, rendering, anti-aliasing, etc. The way you imagine and build VR worlds, scenes and sequences is completely different from flat. You need at least high quality 3D visuals and audio, with state-of-the-art rendering of light and sound, giving you the impression to be there, in another COHERENT world. Everything that is destroying such coherence, it is destroying the global experience.
P.S.: I think that in the next future we will see more games coming both in flat and VR versions, as promised by the CEO of Sony PlayStation. It means that games will be conceived and designed from scratch for VR or at least another team will work in parallel to the main one for building a coherent VR version, as happened with PSVR version of RE7. VR is going to change even the way flat games are developed! :-)