Where VR still has issues with motion sickness is whenever you move away from that stationary experience. Most normal games want you to run around, dodge, jump, etc. That doesn't translate well for VR and that's where the motion sickness comes in. When the visuals move around, but your body does not, that creates a disconnect and motion sickness. Games playing on a TV can get away with it, since the TV is only a small rectangle in your field of view, but VR is all encompassing, so that doesn't work that well.
There is a good chance that will never be fully solved, but that's not a VR specific problem, but a problem that the real world has just the same, boats and cars still make lots of people sick. The solution is to simply not play those games that require more motion than you can take. And for getting around without visual motion, we already have teleport locomotion in VR, that just zaps you right to where you want to go without having to slowly travel there.
Oh really? I have a couple friends who didn't get the memo, apparently.
Back in Oculus DK1 days that was still a serious problem still (3DOF, 60Hz), but once we got the Rift that pretty much disappeared.
The wrong games will of course still make people sick, but so will a roller coaster in the real world. That's a game design issue at that point, not a hardware limitation.
That was to me the major pb with VR adoption, i'm really amazed people don't mention it more anytime Meta is discussed.
For games without smooth locomotion, VR sickness usually isn't a problem unless it's a crap game that stutters or has other problems.
Honestly, this sort of game is probably a worst-case scenario for motion sickness. Like most FPS games, it's designed around unrealistically fast player movement, which is a recipe for nausea -- and the janky physics and low-resolution models and textures of a nearly 20-year-old game don't help, either.