New consumer virtual reality systems have come onto the market and VR is undergoing a new wave of growth and development. These new systems address the resolution, framerate and tracking issues of previous ones and are relatively inexpensive, since they're targeted at the gaming market. While there's been extensive work on virtual reality, augmented reality and immersive environments (like CAVEs) these systems have not seen widespread adoption by scientists due to issues such as cost, resolution, framerate, size or ease of use, which are addressed by these new VR systems. In this talk I'll discuss where VR can fit into visualization, good practices for designing tools for VR, and an example tool that Pavol and I are working on for neuron reconstruction.