This is probably dumb question. I haven’t built a PC in forever. Is a $2000 graphics card required to play Odyssey in vr?
So, next to what others are writing, I still play in VR on a 1080Ti (I just don't feel the market has yet fielded anything with a sensible upgrade-for-the-buck ratio, with how prices have avalanched under increasingly expensive tech nodes, combined with voracious new market segments to exploit, and the general global soaring-prices situation

), but that's with my having grown insensitive enough to simulation sickness over the years, that I can easily stomach unpleasantly low framerates.
There is a pair of circumstances that makes this work out particularly acceptably with this game:
* Being primarily a cockpit game; As long as you don't go on-foot in it, you don't move around much in the space of your immediate environment (neither physically, nor by "forced" camera movement on top of that, which matches your physical moving about); And the first order (can deal with rotation only) of substituting "fake frames" that the VR runtime extrapolates from the last delivered real one, when a game can not keep up with the refresh rate of the headset, is good enough to satisfactorily simulate the effect of your just looking around by turning your head; This illusion immediately falls down the second you try to
move, and not just
turn, of course -- then the stuttering, discrete "jumps", ever to where you were a few milliseconds ago, become terribly apparent. (There is a second order frame extrapolation solution that also works with translation, and even objects moving around in the virtual world (it is pretty much a use case variation of the very same algorithms that go into video compression), but it comes with visual drawbacks which I personally find way worse than what it tries to fix in the first place, so I keep it turned off -- others swear by it and some even claim they can't tell the difference...)
* Second reason is that due to the scale of things, the amount of screenspace motion from one frame to the next (...or "frame delta" if you prefer), of the exterior of the cockpit, is often really small -- when your lumbering spaceship coasts miles over a landscape, it can crawl by by a fraction of a pixel between frames, even when the game plods out single-digit frame rates...
I
can match game frame rate to the refresh rate of my HMD with the 1080Ti, which feels so much better, but that is through sacrificing resolution.
It becomes a matter of tradeoff based on subjective sensibilites -- yours will be yours and maybe opposite to mine (or even finding
no personally tolerable tradeoff). Both higher spatial resolution, and higher temporal resolution (frame rate), make things feel much more real, but it can be difficult to afford both at the same time (and we will still find "indispensable" bottomless holes to stuff extra performance into, even when we get hardware with a thousand times more rendering power than today's top of the line).
Unless a game involves "twitch" gameplay, it turns out I usually choose to sacrifice smoothness and responsiveness of motion, for visually better defined and "stable" frames -- your mileage may vary. Elite Dangerous "deserves" at least x2.0 supersampling, IMHO -- not only does it reduce aliasing, and crisps up blurry edges, but the game will also stream in-, and generate the higher LODs and terrain patches appropriate to the higher render resolution, which looks much better.
(EDIT: Foveated rendering would be most welcome -- it can save a fair few percent of performance, by only rendering whichever part of the frame you are directly looking at (the density of photoreceptors on the human retina favours a really tiny spot), at full quality.)
(EDIT2: I should not really talk about how much supersampling is needed, actually, since that is dependent on the native screen resolution and field-of-view of one given HMD or other -- better to speak of what the output quality is like, for how many pixels per degree one renders a game at -- that is independent on whether one's headset is 10ppd, or 60ppd, or whatever, and will map to each. :7)
(On a side note, I disagree with the sentiment in another post, that there is no aliasing in Horizons; It is just that there is so much more
contrast in Odyssey, that the terrible aliasing that was
always there, right from the beginning, now stands out somewhat more starkly than before; Something like, say a bit of thin-lines-from-a-distance railing, whose aliasing used to drawn with two not-too-dissimilar shades of gray, is now a white pixel neighbouring a black one, because the material assigned to the railing has been made more shiny than it used to be.)