One of the amazing thing about VR is the actual shift between the two realities: The moment when you pull on/off the HMD and your entire reality just have been replaced.
I'm currently designing a room in VR, mostly because rectangles are very easy to code. One thing that bugs me a bit is that the angles of the walls align with the real-life walls: If I'm starring at a wall in VR, and then take off my HMD, there's a wall in front of me with pretty much the same angle. (I think this is because the two front sensors/camera being placed at an even distance from a wall.)
So In order to highlight the difference between the two realities, I simply rotate the player a bit:
AGKVR.RotatePlayerLocalY(25.0)
Of course, once rotated, the virtual room no longer fits as nicely into my apartment. So this doesn't make as good use of room scale. That's a price worth paying, I think