Sure, but that’s your look out as a consumer. They gave you ways to mitigate it (and you therefore can’t sue them
).
If the product gave you ear
pain, or some other significant discomfort, at first contact that could put you off the product then the comparison would make some sense here.
But it doesn’t...
It can significantly reduce it. To use my anecdotal experience, I couldn’t play any classic FPS in VR with smooth locomotion for too long, due to nausea. The introduction of controller-relative motion (
gesture influence on direction) meant I could play them just fine. So I did. For years.
Several years down the line, after playing a ton of games,
I finally pushed through the smooth turning nausea playing the GTA V mod. Because I was motivated to.
The point is that people have varied responses to nausea causes, and varied motivation levels to push through them.
Given that any sizeable nausea response to a 'product' is a big negative for marketing it, that many gamers are looking purely for an entertainment system, and that VR wants to grow to be mainstream...
It’s unsurprising that the VR industry tries to mitigate nausea on first contact. Regardless of your opinions on that front
The last quality paid PCVR title to launch with first person character motion but without motion controller support was probably the Early Access release of the Subnautica port on the Oculus Store in
March 2016.
This should probably tell you something. But apparently it won’t