Now that Ive adventured through the virtual world, I have returned to you with opinions.

How do VR games stack up against actual workouts?

The whacking-things games are good for light cardio.

Two heart rate graphs: Fitness gaming, on the left, with 71-168bpm for 41 minutes. Running on the right, 115-165bpm for 37 minutes. Running is clearly higher intensity.

Maybe even medium cardio.

I tried doing a few songs inSupernaturalwith weights on my wrists (Bala Banglesspecifically).

While they definitely made my arms more tired, I dont think this really makes it a better workout.

Heart rate graph labeled with “practice fight” (spiked into the high intensity zone) and “3 rounds against Melky” likewise.

Between the adrenaline and the constant throwing of punches, I was absolutely redlining on this one.

This will hit the spot.

My judgement is not the greatest here, since I didnt try them on a bike.

Heart rate graphs: holofit and synth riders keep me in the low intensity zone; supernatural spikes into medium; pistol whip gets there too, ping pong is low intensity again.

Now, does blurry Paris outrank a peppy Peloton instructor?

That Im not so sure about.

If you like your Peloton, you should probably keep your Peloton.

Unfortunately, the Move minutes and calories dont sync with other apps, like Apple Health.

I didnt find any of this useful, to be honest.

Whats missing

VR fitness is not going to be a solution to all of your fitness needs.

Another thing thats missing: a reason to do it every day.

But dont expect the games themselves to keep luring you back.

There are no addictive storylines or intriguing puzzles.

And the games that feel the most game-like are the ones that dont work as well as a workout.

(Thats why I prefer the keep-going-no-matter-what mechanics ofSupernatural.)