I want to wait until I can run my own headphones on one of these before I buy one (I need to bring my PC up to date a bit too, but I'm getting a GTX 1070 next month, so that won't be an issue for long). I know at least one of them talked about being able to fold away or remove earpieces at one point so you could do it, but if I'm not mistaken, neither of them do that yet. I've got AKGs that just beg to be used this way, what with the soundstage and all.
Its emerging that one of the big problems with VR headsets is nausea because of the eyes/ears/balance disconnect.
I've played on the Vive a bit and let me say it depends on the person and the game combination, and when you get it, it's not just like a bit of nausea, it's really fucking weird to experience G-force symptoms when no g-force is being applied to your body. Man, playing a very basic flying game for a while, absolutely no problems, then at some point I did a loop-the-loop and it felt like my skull was not only being pulled in a direction it wasn't, but it also felt like it was being inflated rapidly. It's a game-stopper when that happens.
Same thing can happen when any game crashes and all of a sudden the expected response goes and you turn your head only for your vision to stay the same, it's weird and unnerving and can make you feel like you're going to fall over for a sec.
However, it's not enough to put me off the technology. Project Cars for example is infinitely improved (and easier to play) in VR.
I'm sure some clever dude will figure something out to improve it.
I'm still getting lots of mixed reports on nausea reactions to VR headsets from friends, colleagues, friends-of-friends, etc.
I recall though a lot of people have bad reactions to FPS games, even without VR, and some can't play racing games without bonnet-view and face straight forward. I bet these are the people that are most susceptible.
I think it comes down to getting used to it. I get the same feeling when flying my drone in first person view using goggles. I keep trying to move my body and head to compensate and it felt really strange in the beginning.
I also saw a developer guide that was made to help devs design their games in a way that this is reduced by limiting the way the camera moves. Aparently rolls (left/right) are some of the worse movements to cope with when using VR goggles.