I was working for a short time with a VR game company that was trying to be ready with a game when PSVR was released. The dizzy effect could be dealt with by shoving 75 frames per second to the goggles which meant over 100 at the hardware. To get that on the PS4 developers computer they had required a very low poly count per scene making it difficult to get any kind of quality out of more than one character on screen at a time let alone moving grass, background scenery, etc.
In my opinion, in order to keep this not being a fad, new engine codes need written to better handle poly count or better hardware (PS5?) which I'm sure is a long way off. Otherwise it's going to be very hard to make a game like Farcry or Fallout look good and not cause dizzyness.
I personally can only handle about 5 minutes of VR before I feel like throwing up. And it lasts for days for me like I have the flu. So no matter what I'm out of it for that reason alone. And I'm not alone in that. I have both dev kits of the Oculus and most people over 18 I let play it had similar effects. For some reason younger kids are able to run longer in it.