For the Quest 2, the ideal setup is a dedicated (but inexpensive) router for wireless communicating with the headset. Last I looked a few specific models of semi-generic $50 routers were tested by the community.
Then you can either run your PC lan connection through that router or if you have a second Ethernet connection, use one just for that router.
If the game, experience, or whatever breaches that minimum frame time frequently, then you can experience nausea just from moving your head around.
It does require some sacrifices like turning shadows down a notch or two in some game engines and choosing additional visual effects carefully. Some visual effects require additional computation passes and can add the the frame time.
A low latency CPU (like the AMD 3D cache CPUs) or a normal mid to high end CPU with fast memory with good timings helps quite a bit.
The GPU should be capable of pushing the pixels and shading for the target resolution. Even with a 6900xt I’ve been able to comfortably push over 4500x3000 per eye rendering (enough to get a nice anti-aliasimg effect on my Pimax 8kX at the “normal” 150 degree H.FoV) in most games.
Surprisingly, fidelity FX can help as well (the non-temporal version).
Would be nice if the author had done a bit of research on the specific things that had been done in VR since he tried his DK2 to prevent nausea:
An Oculus DK2, a PC that couldn’t quite run a rollercoaster demo at a high-enough framerate, and a slightly-too-hot office full of people watching me as I put on the headset. Before I’d completed the second loop-de-loop, it was clear that VR and I were not going to be good friends.
For one, non-persistent displays have become the norm. These only show (strobe) the image for a fraction of the frame time and go black in between. Valve discovered that the full 1/90th of a second an image is displayed is enough to induce nausea if the head is moving during that time. So the Vive (and the Oculus Rift) had non-persistent displays.
The stobing effect is so fast you don’t notice it.
Elimination of artificial movement is another. The reason Valve focused on games with teleport movement and made a big deal of “room scale” early on was to eliminate the nausea triggers you encounter in other types of experiences.
Valve had an early version of Half Life 2 VR during the days of the DK2, but they removed it as the artificial motion made people sick (myself included).
For many, sims work as long as there is a frame in their field of vision to let their brains lock into that non-moving frame of reference (ex car A-pillars, roof line, dash board, outline of view screen on a ship interior, etc). Note the frame still moves when you move your head, so it’s not a static element in your field of view.
Also it helps if your PC can render frames under the critical 11.1ms frame time (for 90Hz displays). Coincidentally, 90Hz is the minimum Valve determined is needed to experience “presence”. Many folks don’t want to turn down graphic options to get to this. It’s doable in most games even if it won’t be as detailed as it would on a flat screen. Shadows is a big offender here.
Resolution isn’t as big of a factor in frametimes as detailed shadows and other effects. I have run games at well over 4k x 2.5k resolution per eye and been able to keep 11.1ms frame times.
Lastly, it has been noted that any movement or vibration to the inner ear can for many stave off nausea. This includes jogging in place while having the game world move forward. For many years we’ve had a free solution that integrates into Steam VR:
Jog in place to make your character move forward in the direction you’re facing. Walk normally to experience 1-to-1 roomscale.
I’ve use the above to play Skyrim VR without any nausea. Good workout too!
For car, flight, spaceflight simulators, a tactile transducer on your chair (looks like a speaker magnet without the cone - or basically a subwoofer without the cone) can transfer the games sound vibrations directly to you and therefore your inner ear and prevent nausea.
I’ve literally played over 1,000 hours of Elite:Dangerous this way as well as Battlezone VR and Vector 36. All games that involve tons of fast artificial movement.
The main issue is too many people tried out VR cardboard or old DK2 demos with low and laggy framerate, persistent displays, and poorly designed VR experiences and simply write off all VR as bad and nausea inducing.
Edit: added links and trailers to the games mentioned so folks can see the motion involved. The “study” wasn’t a proper study. It was a quote from a scientist. No data was given about what headsets or which experiences caused nausea.