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Quality of experience (QoE) is an essential metric for stakeholders to understand how customers perceive the quality of their products or services. Gaming-as-a-Service (GaaS) is a challenging model to deliver efficiently to customers worldwide since it involves the joint force of cloud service providers, network operators, and game developers. The recent move of the cloud gaming (CG) industry to virtual reality (VR) platforms brings the benefits of the cloud to the most immersive quality of service (QoS) and QoE-sensitive VR content. Virtual reality cloud-based gaming (VRCG) necessitates understanding of stochastic broad-band network connections on users' QoE so that stakeholders can deliver quality content by optimizing their services to underlying QoS conditions. Very few studies exist in the literature that study the impact of network QoS on users' QoE for VRCG. This paper presents subjective tests (N=30) and investigates the effect of network-emulated QoS metrics (N=28) on the commercial Nvidia CloudXR service and their impact on the users' perceived QoE while playing Serious Sam VR shooter game. Our findings reveal that QoE was most affected by round trip time (RTT) <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\geq 75$</tex> ms or packet loss (PL) <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$> 6\%$</tex>. Random jitter (RJ) caused QoE degradation for values more significant than one standard deviation, while the combined RTT and PL degraded QoE the most for RTT <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\geq 25$</tex> ms and PL <tex xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:xlink="http://www.w3.org/1999/xlink">$\geq 4\%$</tex>, Finally, based on actual network traffic data between Sweden and various data centers in Europe, we suggest VRCG can be hosted anywhere in these data centers with minimal impact on QoE for wired connections. However, for 4G and 5G networks, high jitter values could pose a challenge to VRCG services.