You have your numbers on the "minimal acceptable frame rate" wrong.
Oculus Rift and HTC Vive are both 90 FPS devices.
At the time of the gear vr's release, it was only compatible with the Note 4, which could only display in 60fps (Not sure about the newest compatible phones, but I would think they're still 60 FPS max)
Performance/Parallel systems: Some animator friends are excited about GPU rendering, which has a lot of potential to make professional animation rendering more accessible/powerful.
Computer vision: Important for most VR tracking systems, body tracking systems like Leap Motion, as well as augmented reality systems like Project Tango and Vuforia.
I don't think this is very informed by actually going to hackathons.
A good team project needs a strong vision and someone that coordinates that vision among team members. Its hard to coordinate that vision AND directly contribute at the same time in a compressed time period (I've tried to do that too and its really hard)
There are a lot more people who would want that kind of role than people who would be good at it/able to attract a team for it. But that doesn't mean that that role isn't important for team projects.
Oculus Rift and HTC Vive are both 90 FPS devices.
At the time of the gear vr's release, it was only compatible with the Note 4, which could only display in 60fps (Not sure about the newest compatible phones, but I would think they're still 60 FPS max)