Too much of the current dialogue is about how players can "get over" it. This is silly. There are demonstrable, proven things which cause motion sickness via the visual system. Unfortunately there are some irreconcilable issues with doing certain activities (ie moving/turning without player input) in VR games so it's either abandon those activities or blame the users. Considering Meta has now poured nearly $85bn into their AR/VR effort, there's a lot on the line and the last thing they're going to do is admit that the technology is fundamentally limited to certain activities.
Here's an early video from Oculus when it was still a bunch of enthusiasts chasing something magic. https://www.youtube.com/watch?v=6DgfiDEqfaY&t=1356s
But nowadays you have people that play VR and have "VR Legs", and then you have the rest of us who have normal human brains and normal human eyes and don't want to take it upon ourselves to relearn how the world works so we don't puke when playing an FPS.
The bottom line is that the human visual system is very sensitive to acceleration, especially in the peripheral vision. Acceleration can be linear, angular, or even in odd dimensions like during an FOV shift which god forbid a game would do without telling you.
The easiest thing you can do to save yourself is get a smaller display or sit further away so that your peripheral vision is spared any of the motion and your fovea is gathering the majority of it. This is why "tunnel vision" in VR works for some people.