&gt; Couldn&#x27;t it just as likely be the inherent conflict between proprioceptual cues and visual cues causing sickness?<p>Sure, that&#x27;s the general concept. OP&#x27;s two points are specific examples of the causes of mismatch - examples which are well known, and can be mitigated.<p>a) When a program&#x27;s framerate is high enough, moving your head causes a corresponding change in visual cue. When the framerate is too slow, the visual cue update is delayed from the motion. A mismatch.<p>b) When a game allows you to walk forward in a virtual world, your eyes get visual cues that you&#x27;re walking forward, even though your body knows you&#x27;re not. VR applications that instead simulate you sitting in place, and give you visual cues to that effect, limit that mismatch.