It’s not like playing a game made from the ground for VR for sure
The main issue is the control system: VorpX maps the cursor movement to the headset, and the buttons to the triggers. In MOUL, this means the right trigger (left button, by default) needs to be constantly pressed to look around. It’s a bit better in Myst V, where the camera follows the cursor, but you can’t use the slates without releasing the cursor.
There’s another issue with clickables like the Relto bookshelf or the Nexus, because the cursor isn’t aligned with the actual click spot except at the very centre, so e.g. to pull out the Nexus book you need to click on the wall next to the shelf.
Visuals are wrong by default, but that can be easly fixed by tweaking the FOV and the scale (by the way, scale is such a weird parameter: too much in either directions feels like being Gulliver
). Popups like linking books and stones have no 3D data, so of course they have zero distance from the eyes. Visual tricks are also much more noticeable, e.g. all the cloths are flat, and float in front of the walls they’re attached to.
So not the best way to play, but it does give an idea of how Uru would look like in VR.