The secret to Beat Saber is that the player's physical and virtual world are locked together at all times. You're standing on a small platform and can't go anywhere. Thus, it doesn't cause nausea. Or disorientation. Or falls. Even when the player is in very active motion.[1]
I desperately want more games like Unseen Diplomacy, where you walk through an infinite hallway. In real life, you're just walking in circles, but it doesn't feel that way in VR!
I'm immune to VR motion sickness, but games without fake movement just feel so much more immersive!
The game "Tea for God" (https://www.google.com/search?q=tea+for+god&oq=tea+for+god) also has this strange behavior where the world curves around in a non-Euclidean / M.C. Escher-style fashion so that you feel like you're in a labyrinth, but you're actually in a ~8ft square in your living room.
"Tea for God" and "Unseen Diplomacy" are the only games I'm aware of that operate in this fashion, with "realistic" walking movement that doubles back on itself.
Eye of the Temple has some of the coolest VR-specific movement tricks I’ve ever seen.
If you’re getting close to your IRL boundary, it sets up a rolling log as part of a puzzle. To stay on a real forward-moving rolling log, you have to walk backwards to maintain balance. So in context of the game, you’re convincingly moving “forwards” while in reality you’re walking backwards.
Pretty sure I took off the headset and geeked out at everyone in the house first time I realized what was happening.
Another type of game with this characteristic is Table tennis simulators. Although the reduced field of view is a limitation, it just feels like wearing a strange helmet. Inner ear still matches the visual picture.
I'd say because the gameplay is so elegantly simple, most people can do kinda sorta well right from the get go. It feels extremely natural with almost no set up apart from height, just incredibly intuitive and frictionless.
Synth Riders is quite nice as well, and so is Pistol Whip. Both are "on rails" rather than standing on a platform. I'm not sure if that's what makes Beat Saber slightly more appealing though.
Any game where your game-world movements don't match your real-world movements is what causes motion sickness.
It's as simple as that. If you're sitting in a mech, once the mech moves, you're likely to get sick, because you're moving in the game world, but not the real world.
There are ways to kind of fool your brain to make it work, but it's not 100%. For example, in Gorn, one of the movement options is to move an arm forward, then pull it back while holding the trigger, kind of like you're pulling the world. But if you alternate arms as you do it, your arms kind of simulate the swinging motion of walking, and that can be enough to drastically reduce or even eliminate the sickness.
This is why when you're sea sick they tell you to watch the horizon, because if you watch the horizon, you can tell that the horizon is going up and down and your brain can correlate that to the motion.
There are also efforts to create patches that provide neural stimuli to fool your brain into thinking you've moved. Reportedly Valve has looked into those in the past.
It does. When your acceleration changes you feel it and if you don't you might get sick. If your acceleration is static there are no additional forces on you
Car sickness is very real though, only maybe not as much for the driver.
I never used to have it, but in modern cars where accelerations are much higher and you're much more disconnected from the outside in terms of how much you can see and hear, it's almost a certainty. This is especially true on the backseat where it can also get fairly claustrophobic.
[1] https://www.youtube.com/watch?v=gV1sw4lfwFw