I think one of the greatest barriers to VR adoption is not resolution etc. but motion sickness. It is caused by the conflicting signals the brain receives from the body and from the eyes. Currently the only way to get rid of it is through training, but I'm not sure how many people are willing to go through the process. It took me about a month to fully get rid of it, but I assume it vastly differs from person to person.
I got really sick playing wolfenstein in the early 1990's. After about three hours of play I threw up and had to lay down for the rest of the day. I was skeptical of doom when it came out, but the combination of a new computer and whatever work they did to speed up the rendering loop made it one of those games that I played for 15+ hour binges for a year or two at doom parties.
In the late 1990's I was part of an early VR motion sickness study at my uni, and I lasted about 20 mins before I refused to go any further, because I just wanted to get out before I threw up again.
So a couple years ago I was trying out all the new VR setups with the shorter head tracking->frame improvements, and I'm here to tell you I still get radically sick in any first person VR setup. 3rd person (moss, witchblood) i'm fine and can play for hours. But there is something about 1st person perspectives and i'm feeling it within a couple mins and I simply won't push myself to the point of throwing up again, its really miserable, its like being sea sick without the ability to stare at the horizon and feel better, or get quick relief upon return to dry land. It takes at least as long as I was immersed in it before I start feeling normal again.
PS: I also hate 24FPS movies, I find them really jerky even in a dark theater, with an actual projector. Especially pans just drive me bonkers, so maybe it was all the doom training/etc but I have a very low tolerance to low FPS video/games/etc.
Anecdotal evidence: I used to get motion sick in cars, but after playing hundreds of hours in Beat Saber on my Quest, no more. I can bear road trips just fine.
A lot of people have found motion sickness in VR is actually usually driven by refresh rate. They get sick because the screen doesn't update as fast as reality. If you have the chance to try a Valve Index, they have the ability (not default setting though) to go to 144hz, and you may experience way less sickness. The Quest and Quest2 can't go that high.
Not by motion in-game when you're body's not moving? I've tried the spider-man like swinging games, and I never got my "VR-legs" that other people got with it. I got seriously motion sick and had to sleep it off.
I only do VR games now where people don't have to developer "VR-legs" for it.
I do get motion sick in VR when I use games or apps that move you around like you are flying/walking. For Eleven Table Tennis and Demeo, there is no virtual movement, just physical. For Demeo there is very little virtual movement either.
Same with Golf+. Avoid the virtual walking/flying stuff and just occasionally teleport. No motion sickness.
Anecdotal but I knew many people who got motion sickness from last generation. None of the same people who has tried Quest has gotten it so it's definitely improving.
There's no easy way around it. I enabled continuous motion in a few games and practiced for a few minutes until I could no longer tolerate it. Try feeling the ground with your feet, that helps a lot. The interesting part is that when you lose motion sickness you also lose some of the VR immersion, it's like telling the brain "this is not real, it's the body you need to trust not the eyes".