Ginger can also help delay onset.
It can also be noted that motion sickness really only is a problem where the game character moves while you stand still physically (e.g. using a joystick to move around). Other forms of locomotion (like teleportation) are usually fine.
I've got no hope of ever adapting to VR. Just thinking about it raises my heart rate.
While you can become slightly more tolerant with repeated exposure (as you can with anything noxious), the the discomfort never goes away.
And it's not just game character motion. Any camera movement can trigger it, at different levels for different people. If you don't get triggered, count yourself lucky, and don't tell the rest of us to "just practice" or attempt to explain away that it's only X and not ABCDEFGHIJKLMNOPQRSTUVWYZ. Listen to what we're actually SAYING.
I still remember Valve responding to complaints of motion sickness in Half Life 2 with the lame excuse "It's because our technology is so amazingly lifelike." I wanted to punch the guy in the face and ask him if that was lifelike enough for him.
That's interesting you bring adaptation and immersion together. I do feel motion sickness in VR in extreme cases. Interestingly I managed to become more tolerant of it but it came with a significant loss of immersion.
Oh and the "amazingly lifelike" argument for justifying motion sickness is indeed complete bullshit. If you experience motion sickness, it is because it is not lifelike. Bad framerates, high latency, unnatural camera movement, etc... all contribute to motion sickness.
(a) even with latest gen headsets (eg: Occulus Quest) (b) even with applications where you are completely stationary?
I ask because I've shown my quest to probably 15 people now and nobody has had a problem with it in any of the applications where there is no motion of the external frame.