To avoid VR sickness, you need a fast frame rate. What is frame rate? This is how fast your computer can generate the images on the screen. A lot depends on the complexity of the scene, of course; showing a cube and a box is a lot faster than showing the city of Los Angeles with all of its buildings.
You can control this, of course, when you design the VR world you will implement.
Each image has to be generated, in real time. Most VR headsets try for 90 Hertz. Hertz refers to the frequency - in cycles per second, or in this case, frames per second.
The difficulty of VR is that nothing can slow down this frame rate. If something has to load, or a web page fetched, if you slow down the frame rate slightly, people get woozy.
There are two ways to speed up the frame rate. One is to have less scene complexity, the other is to have a fast computer.
A classic line in the Movie Jaws is when they discover that the shark is much bigger than they expect and it tears up their boat. Roy Scheider says, "You're going to need a bigger boat."
To view VR, you're going to need a bigger computer.
Fortunately, computers keep get faster and faster. By computers, we also mean high-end smart cell phones. For the worlds we build here, a reasonably fast smart phone should be OK.
Scene complexity is a bit of a dilemma; you want a rich, detailed virtual world, but you also want that virtual world to render quickly. By render quickly, we mean 90 frames (updates) per second, as discussed previously. You also need to know your target audience in terms of hardware support. Are they all on high-end PCs with pairs of thousand dollar video cards? (somewhat an overkill; I'm making a point here.) Or are they on last year's cell phone models with a $10 cardboard box and some lenses? If you know your potential target audience, you can develop a VR application that works well with their system.
The United States Marine Corps has a saying: "Train as you would fight." During World War Two they practiced the combat operations of amphibious landings off the coast of Southern California. When they had to do this during the War in the Pacific, they hadn't planned for coral reefs. As a result, they developed a doctrine that you should train people in the same, or reasonably similar, environment that they were expected to fight in.
While a good VR experience is (hopefully) not life or death, this is still valuable advice. If you think most of your customers or consumers of your VR app will be on last year's cell phone, then test with last year's cell phone. If you think they will be on high-end PCs, test with a high-end PC.
Don't assume, if your VR app is slow, that customers will have much better computers and everything will be okay. Get something similar to what they use, and then you will suffer through the nausea and vertigo before your customers will, and then recode or simplify your scenes to be fast enough.
How much hardware is enough? For that, you should consult the minimum specifications of the headsets you plan to target. As this can change, I won't summarize it in this book, but the guidelines that different VR manufacturers give is good advice.
You may need a bigger PC (or cell phone); this is the price you pay to be an early adopter!