
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)