Thought id pitch in with my own experiences. Since it’s a super relevant and very person specific issue. Initially when i started with VR just playing games, i got very easily motionsick. Now after i’ve played a lot of games, and doing VR dev myself, i have built up a tollerance to motionsickness (sadly, because it means i don’t qualify as a test person that well anymore). I hear lots of people talk about building their VR legs, but also that you can loose that built up tollerance if you don’t stay in VR regularly.
One observation i made recently, was that i was building a wheelchair simulator for a customer. Initially i was making this rotation mechanic work just by pressing the trackpad button on either left or right controller to rotate the camera. This actually made me motionsick quite a lot. But once i implemented a control mechanic where you grip with both controllers and move one hand forward and one hand backwards, kinda similar to how you’d do while operating a wheelchair, i stopped getting motionsick. My theory is that it’s because my body was performing a move that had a close enough resemblance to how i would operate a real wheelchair, so that it was expecting a rotation. This supports what @Slayemin says about prediction i suppose. A bit more interresting was that the implementation i made had rotation acceleration, so in other words, it was not just an rotate on/off movement, but mimicked the hand movement into rotation closely. So personally even though i hear it a lot, i don’t think acceleration is bad or should be avoided. It just needs to be done in an expected way.
If you don’t have acceleration but it’s unexpected, i’d say that’s bad and should be avoided. So as i started out with, i believe these matters to be highly person specific, and really hard/close to impossible to solve for everybody 100%, but making an experience available to more people i’d say, should rely more on a slow pace into that particular game’s locomotion method, than doing things strictly in just one way (currently teleportation). So realizing that some people will get motionsick from your game/locomotion mechanic i’d say could possibly be worked out by easing them into gradually more and more dynamic moves, and by that i mean, not just over a 2 mins tutorial, but either as an option to tweak heavily on or with gameplay that gradually over several hours, offer more and more dynamic ways of moving around, until you get a hang of it and get used to it.