Generating the novel viewpoints is almost fast enough for VR, assuming you're tethered to a desktop computer with whatever GPUs they're using (probably the best setup possible).
The holy grail (from my estimation) is getting both the training and the rendering to fit into a VR frame budget. They'll probably achieve it soon with some very clever techniques that only require differential re-training as the scene changes. The result will be a VR experience with live people and objects that feels photorealistic, because it essentially is based on real photos.