I did have one opportunity to play it, and Doom VFR as well.
It's nothing like what you expect, in ways both good and bad.
One giant misconception I found is the thinking that VR is just video games but full 3D. This is such a massive misunderstanding that I did not realize until I was playing.
In real life, you move around in a 3D space with your body, and your vision is a narrow circle in the middle of your field of view. In a typical computer game FPS, that view is filled with your monitor and you get a clear image of the whole space. You move around with tiny finger movements. Your aim point or crosshair is fixed in the middle of your view point, and that spot is truly fixed. It never changes or moves around.
In VR, your vision is tracking your head, but you can only really focus on the middle of your view, and only while it's relatively static. This is far more disorienting than you think.
Your body is rigidly stuck in the middle of a "playing area" but you can wave your hands around to aim at things. Your aim point is where your hand is oriented plus where your wrist is, and so on. You took for granted that aiming at things is a given and now it requires your whole body to orient toward something and get your hand in just the right spot, and pull the triggers without moving your hand, and so on.
Movement is absolutely a different thing in VR. Your movement is based on tiny thumb-sticks and trying to aim while moving is, while not impossible, orders of magnitude harder.
The big thing to understand is that a game that is "awesome" on a computer or console is not automatically "double awesome" in VR. They are different media entirely. It's a bit like how video games don't usually translate to movies and vice-versa. They are different things with different constraints and objectives.
It's still a cool experience. The visuals are incredible and I also got to experience some legacy Doom maps in VR.
It was best to enjoy such things with monsters turned off so you could simply enjoy the views.