I've got quite a few ideas on the topic due to my academic research interests. So here are a few of the best options ...
The best solution for immersive sound reproduction on headphones is recording your personal binaural impulse responses (PRIR) of different loudspeaker positions by inserting a miniature microphone inside your ear (i.e. DPA or soundprofessionals). These PRIRs can later be applied to any audio signal and thus allow the simulation of an unlimited amount of speakers (depending on how many positions you recorded). I've delevoped a semi-automated system that does this and it sounds 100% like listening without headphones - I also use these for academic experiments BTW. Subjects usually can't tell the difference between speakers - headphones.
A commercial product exploiting this paradigm (, which was originally developed by Italian researcher Angelo Farina) is the Smyth Realiser (either A8 or the forthcoming A16). It does the same thing as described above, but will also allow you to personalize BRIRs of other people's ears to your own HRTF characteristics (A16 only).
Further upcoming products make use of paradigms involving synthesized HRTFs. The Finnish developer IDA Audio (http://idaaudio.com) recently announced a partnership with Genelec. They use 3D scans (it also works with video captured on a smartphone, which is later subjected to photogrammetry) of your pinna and torso and run simulations that mimick BRIR recordings done in an anechoic environment. The advantage is that you can virtualize as many speakers as you wish - and place them in any kind of virtual room (requires additional software, e.g. IRCAM Spat). The downside is that accuracy depends on the quality of the 3D scan and their simulation algorithm. Others, such as 3Dsoundlabs, go a similar route by utilizing photogrammetry with photos. Rather than simulating an HRTF, these solutions devise statistical models that rely on real-life measurements taken on a few hundred subjects. The larger the database, the better fit their model can achieve to accommodate your individual ear anatomy.
THX recently announced an immersive audio platform (http://www.thx.com/blog/thx-announces-end-to-end-positional-audio-solution/), which appears to include HRTF personalization functionalities. The same goes for Yamaha with their ViReal platform - it's part of a wider Yamaha strategy that will also involve music production platforms - that's why Steinberg will announce adding VR audio functionality to Nuendo/Cubase at GDC 2018.
Creative is also working on a consumer-oriented product simulating HRTFs, though, it looks like their main target audience are gamers (as of yet little is known about that product, but it may be similar to 3Dsoundlabs approach (and I would certainly favor the latter for professional applications).
There are a few others in the pipeline, but the above mentioned are already available (or will be in the very near future). Of course, the ultimate solution is to record PRIRs - whether this is done in a studio room or in an anechoic room, which yields the potential for further customization due to this representing your raw HRTF - though, only theoretically due to issues with reflections from sound sources (speakers) and other flat surfaces that may affect a dry signal path. But rest assured - standard PRIRs (i.e. 32 or 64 channels) are good enough.
Hope this was of any help!
Best,
Hans-Peter