When people ask me what unique things VR brings over other viewing technologies my answer is quite often "scale".
You can get 3D via stereoscopic displays. You can get the realism and wrap-around view from huge monitors or projectors but VR let's you see the true scale of something in a way that no other technology can (aside from "actually being there").
For viewing objects where their scale is a critical aspect, VR is invaluable. Aside from arts, architecture is another obvious candidate.
Certainly, dinosaurs are exciting but I recently blew my kids minds showing them pictures of how large a moose actually are in real life (they seem closer to "small elephant" size than "big deer" size).
I haven’t found any games that exploit this yet. Traditionally it has been very difficult to make games that feature truly large entities that behave actively and not in very broad and uninterested patterns due to things like camera constraints and what not. Shadow of Colossus and it’s siblings come to mind as close examples of this almost working. But VR could make it great.
While the bosses move in broad and uninterested patterns, I've found that Jet Island is a game that features very large entities which make great use of the scale vr allows.
In the robot repair demo in Valve's "The Lab", when GLaDOS shows up, she's menacingly huge. It was never noticeable to me in the non-VR games, but it's the same model. I instinctively physically flinched away to protect myself when she showed up.
The VR game-- er, experience-- "theBlu" has some neat visuals that really benefit from the scale.
You can get 3D via stereoscopic displays. You can get the realism and wrap-around view from huge monitors or projectors but VR let's you see the true scale of something in a way that no other technology can (aside from "actually being there").
For viewing objects where their scale is a critical aspect, VR is invaluable. Aside from arts, architecture is another obvious candidate.