@Stamford Rider - you are an absolute legend, I am very impressed with your "cool starry bra"! To not just jump on the bandwagon of criticising VR players for "whining" is one thing, but to put your hand in your pocket and rig up a VR experiment to see things from "the other person's point of view" is particularly enlightened. But even that wasn't good enough for you, you then shared the experience with others, saying "I can see their point now", ver magnanimous and genuinely impressive. I'll be pouring a stiff "dram" as a nightcap later on, and it'll be toasting your good health.
Props to you for taking the time to try it out and give it a go with what you had available. That's awesome indeed, and it's great to hear you've seen what we're all on about

Thanks for the support dude.
Sanderling and I both fly in VR with twinsticks with Flight assist off, and in a lot of threads we echo each others sentiments, picking up on flight assist off...
Surely the issue would be leaving the option for the cast iron stomached 20%, rather than making it exclusively flatscreen? Just accepting position and orientation data from, and presenting the final camera matrix to a VR API is the work of moments. Caveat emptor on whether or not you end up calling Hugh on the great white telephone. Yes "doing it properly" would doubtless be superb, but it would cost so little to just leave it "available" for those of an heroic bent.
IRL I don't get car, air or other travel sick, like trains or buses, but when I used to work in Offshore Oil and Gas, certain "wave periods", tempo of the vessel bobbing up and down, wrecked me. I remember my first proper sea trip, the captain of that vessel was a nutter, a sea mongrel (worse than a sea dog), he took us out of harbour heading out into 5m swell knowing that it was forecast to pick up to 13m swell overnight. I ended up being so severely sick that I couldn't even keep water down, I got so dehydrated that I had skin peeling like sunburn, tongue splitting, the captain and XO (executive officer) contemplated having me airlifted off the vessel. Yet, a few years later, having pushed myself through mild seasickness a few times, on a totally different vessel, I had no problems with 22m+ swell?
Certain VR experiences trouble me, or the seasick part of me, most don't, but with those that do, I work towards building up the tolerance for it. It's particularly frustrating with "lone echo" as I reckon its the notched thumbstick controls that go for me?
It took me a while to learn FAoff, it may take me another while to get over Odessy Nausea (if it's implementation of VR "triggers" me), but let me be the one who gets to make that decision.
@golgot is someone who I enjoy reading their posts on the VR topic, but at times I do wish he'd stop trying to be so pragmatic, most VR players know they are messing with experimental kit, and know somethings may unexpectedly trigger nausea responses they didn't have. I know of a guy who completed a few "levels" of a scuba diving game with no problem, the third "location" / level had a deeper blue hue to the water than the previous two levels and that was them finished, they couldn't do more than 5 minutes in that shade of water, yet they could spend hours straight in the first two paler water sections.
If developers were to always take the risk averse choice at every decision, we wouldn't have 3d games, would never have gotten past the coin drop mentality of 3 lives high score of early eighties gaming, would never have developed sophisticated online gaming (games as a service / MMO etc), we'd never have had games that warranted and induced the production of specialist peripherals, such as shots, forcefeedback steering wheels etc...
Sure there have been a few clangers out there, like PS DualShock vibrating in your hand like a nineties pager? Haptic feedback on smartphones? Early force-feed back peripherals such as the laughable Play Station "official" Gran Turismo steering wheel. But those clangers paved the way for later better peripherals, such as the Logitech G29, Thrust-master TX. 15 years ago games were taglining their title with online, like LAtest Street Racer-Online, RapidCombat-Online, before that, 25 years ago, the tagline title of choice was 3d, Shoot-Em-Up-3D, etc. But nowadays online and 3d are expected in games in much the same way as twincam and injection is no longer a selling point for a "sportier" car, it is derigeur. VR will go the same way, there are a lot of crumby titles out there using it as a tagline, Tetris_Clone-
VR and the peripherals will at times be janky, but get better, as we went from DK1 --> DK2 --> Oculus Rift CV1 --> Pimax (mixed) --> HP Reverb the hardware is getting better, and so does the experience it offers the player.
The VR headset hardware is getting better, the graphics cards to drive it are getting cheaper, as in you
can run VR on a rtx2060 now, whereas you needed a gtx980ti before. A rift S now costs half what a CV1 did, and an rtx2060 is roughly half the price of a 980ti back in the day. More and more headline are games are coming to VR, so it would be daft to remove it now that it is starting to show signs of coming of age.