I imagine the network latency would be more than enough to induce motion sickness as the display would not keep up with your movements.
Yep, big time. The latest Rift SDK added depth-aware timewarp though, so if you could stream the depth buffer as well you could get something maybe non-sickening, but full of artifacts (transparent objects aren't even written to the depth buffer; when a nearby object is occluding the background and you peak around it in a warped frame it gets filled in a way that can stand out; specular highlights are all wrong wrong in warped frames; lossy compression of the depth buffer for streaming would cause glitching on the silhouettes of objects).
Microsoft Research is experimenting with something similar.