Earlier quoted context omitted.
As a professional VR developer I'm unaware of this crisis. There's also about as many headsets sold as people thought there would be (and way more GearVR's than expected). I haven't gotten sick from a VR experience (that I wasn't half-way through building) in over a year. The headsets are good enough that they don't make you sick by default (like they used to) and to make somebody sick you have to go against best des…
I'm not a VR developer, but from an outside perspective it actually looks like there are a few different crises. 1) Developers seem to be interested in heavyweight VR systems like Vive and Rift, while users (based on sales figures, anyway) seem to be interested in inexpensive, cordless systems like GearVR and Cardboard. Which leads to the awkward situation where all the innovative software is coming out for hardware…
In the last two years, I've personally demoed thousands of people in VR, in a wide variety of experiences. In that time, one--maybe two--got sick. And it was mild discomfort. It wasn't keeling over, puking blood in the streets like every tech journalist begging for clicks makes it out to be. I know a lot more people with problems handling shaky camera views in movies and first-person shooters on consoles.