From that, we are able to back-calculate the location of the camera, and create a coordinate system, and then give you that location in real time at 60 frames per second.
To do that, the entire film actually runs at 48fps, while the calmer scenes use doubled frames to trick your brain into seeing them at the typical theatrical frame rate.
However, to create an immersive VR experience, you need to render a full stereoscopic pair of views at 90 frames a second, which can leave you only about 11 milliseconds per frame.
Moving into 3D games, whilst it doesn't always run at the maximum frame rate, the frames it does produce are fairly consistent, which still gives a smooth gaming experience.
The first thing you'll probably notice is that the action is pretty disorienting: a montage of quick cuts and moments of reduced frame rates that make it pretty difficult to understand what's happening visually.
Many developers are familiar with optimizing their applications to fit within 60 frames per second, and this would mean you would have a fairly generous 16.7 milliseconds per frame all devoted to your application's rendering.