
without the motion cues to your body, it's hard to not get seasick when the landscape tips and rolls around you, or even just turns left and right. Your head movement to look around isn't the problem - it's what the outside scenery does when you're sat still in a seat inside a moving virtual vehicle.
It's why smarter indie developers are coming up with games like FIRMA, where although you can chuck your lunar lander pod around like a nutter, it remains in a level orientation at all times, so your seated position still feels real to you.
And similarly it's better to put the player in some sort of in-game hover-chair, rather than trying to impose that FPS lurching walking effect onto someone who's sitting down.
( , Thu 23 Jul 2015, 15:18, Reply)

At least on the MK1 Rift dev kit that I have. Things that work brilliantly are ones with fixed frames of reference and smooth movement; Eg. Being the cockpit of something, be that a car, spaceship or indeed speeder bike.
Your body is already somewhat used to floating around in cars without any significant tactile input from its external surrounds so I'm assuming it works as an extension of this.
People that get car/train sick get sick in about 5 minutes no matter what you put on though (its much better with the later versions though).
( , Thu 23 Jul 2015, 16:26, Reply)

You're right though, best experience is in a fixed frame of reference like the cockpits of Elite Dangerous.
Half Life 2 was fun until Valve killed it with a patch though.
( , Thu 23 Jul 2015, 16:30, Reply)

It's near-to-ground stuff like an FPS or that Rebel Squadron, where you're shown a horizon lurching about and thus know it doesn't feel right. Rolling and pitching is a lot worse than just turning on the spot. A car is fine, but those Speeder Bikes can be seen to lean into the turns, and if you're not leaning yourself, having the game do it for you is just weird. Not sure a motorbike game could cut it, unless like Super Hang-On, it actually uses your weight shifting as the steering control.
( , Thu 23 Jul 2015, 17:23, Reply)