Motion sickness isn't something I experience a tonne of in VR unless it's falling from up high or those rollercoaster simulations.
There is a flying VR game I used to play for awhile. Controls were a little difficult but it was quite fun and motion sickness wasn't a problem (in my case at least).
I can see it being comfortable once you're in the air, but takeoff and landing might feel very weird :P
Funnily enough I've been playing Satisfactory a lot lately and I keep losing my stomach whenever I jump off really high places. I guess even non-VR games can affect you too!
I don't suffer from seasickness normally, but a few years back we had a knotted up anchor chain so I went in to service the winch and there was a bit of a swell outside. In about 30 minutes I was quite ill. Once I fixed the winch and went out it all dissipated quickly when I could see the sea & horizon moving again.
But still, until artificial gravity can be generated, this is the closest it will come for the vast majority of people.
But definitely, any pilot will tell you that feeling all the forces is actually big part of good piloting, as you can feel what the airplane is experiencing & act accordingly. I took a ride in some small planes (a 4 person two motor plane and a glider) as well as an advanced small plane simulator and really, the simulator was good but not really comparable.
Not to mention extreme cases like air racing or aerial acrobatics where the forces are so extreme that they might prevent the pilot from having enough strength to execute control input or possibly even make them black out.
Going to argue against that generally. Vestibular disorientation is a significant killer of pilots. In instrument flying, you specifically train to ignore those sensations. Fly the numbers, not the feelings.
I've ridden it several times, and while I intellectually understand how it must work, it's still super convincing.
This is why most 3d movies have very little happen in the virtual space between you and the screen. Since more than about 7 meters away is basically all the same final distance, it's fine.
That being said, it's the stuff flying at you that makes 3d seem worth the extra money, so they try to balance it. Some people will still get very ill even with the small amount that movies do.
I also think discriminating between motion sickness, flight simulator sickness and virtual reality sickness is splitting hairs, or at least a gradual difference. One could claim motion sickness requires real motion, but you have that in a good flight simulator, too, and most VR setups allow one to, at the least, move one’s head freely.
The sim was built out of an actual fuselage (Sikorsky S-76) with full controls, visuals were 8x projectors on a curved wall in front of and around the cockpit. Everything was bolted to the floor, no movement anywhere.
After 10-15 minutes I did a hard bank and my gosh, the whole world moved, and I could have sworn I was about to slide out of my seat. I panicked that I didn't have a harness on.
The instructor laughed and said that was quite normal and that many people get very motion sick.
So yeah, I can see that motion sickness, with the "right" setup, could easily be a thing.