Why are you ignoring what even Occulus is saying?
Wasn't that clear enough from a direct quote of their developers? 2 hours is not recommended by Occulus.
Tech journalists are saying they need to lie down after spending the morning with the Rift.
It's like some people just want to stick their head in the sand and ignore the biggest problem with VR.
Our brain just cannot cope with the lag time from when it KNOWs your head/eyes have moved, to when it actually sees it. Lots of research is being done on this topic because it's new territory.
Why are you ignoring everything I said?
The reason some journalists got sick was because Oculus has a lot of games with unnatural locomotion. These are rated "intense" on their comfort scale.
When there is no locomotion, I have not seen any reports of people getting nauseous from VR. This is one of the great benefits of room scale VR.
This is the second result when I search for "htc vive nausea"
http://arstechnica.com/gaming/2016/01/man-survives-48-straight-hours-in-vr-with-no-reported-nausea/
The full context of that oculus founder (not a developer) luckey palmer quote is this:
Would two hours in VR be too much?
"With the current technology, it's iffy," said Luckey. "It's all technologically solvable. It's not like we're saying, 'Oh no. We can't get any better. This is a dead end.' We have tons of ways to make this higher resolution, lighter weight and more comfortable. Eventually, the goal is to make something that's not much heavier than a pair of sunglasses."
For many who've tried VR, it's not an issue at all. Hidden Path Entertainment founder Jeff Pobst said he recently spent 15 hours wearing the Rift headset while playing the VR version of his strategy game, "Defense Grid 2."
The implication is that two hours is uncomfortable for well known reasons such as eye strain from fixed focus on relatively low resolution screens or the weight of having something resting on your cheek bones.
Our brains absolutely can cope with the lag time and it's well understood that under 20ms motion to photon latency is good enough to trick the brain and induce "presence," where your brain buys that you are in the environment. Both vive and rift are under this threshold, rift especially is reported to be at around 7ms currently.
You are conflating the technology with its application. Assuming there was a magic zero latency headset, people would still get motion sickness in "intense" rated VR games (virtual roller coasters for example), because of the unnatural movement they contain. Games such as fantastic contraption or tilt brush will never have this problem.
If anyone is burying their head in the sand its the folks determined to prove for whatever reason that VR is a fad that comes and goes once every decade or so and this time is no different.