Valve writer Chet Faliszek says that any nausea caused by VR is now the fault of developers rather than the hardware’s manufacturers.

At an EGX panel last week, Faliszek explained that the technology of VR has progressed past inducing nausea, so the responsibility for any nausea caused now belongs to the app developers.

"As consumers and people in the community, hold developers to it," he said.

"They shouldn't be making you sick. It's no longer the hardware's fault any more.

“It's the developers making choices that are making you sick,” he added.

“Tell them that you don't want that."

Faliszek explained that he believes the easiest way to make someone feel sick in VR is by tying his or her experience to conventional controller inputs, such as using thumbsticks to move or pushing a button to interact with the world.

He described how the ability to move around a space and use your hands to interact with objects in the virtual world makes the experience “exponentially better”.

The example he used for this was Valve’s own headset, the HTC Vive, which has a “Lighthouse” system, in which players use a five by five foot space and tracked controllers to explore the headset’s virtual space physically.

"When you reach in and can interact with the world, your brain's buying into the system grows that much stronger," said Faliszeck.

Other VR companies have also voiced concerns about motion sickness, with Oculus CEO Brendan Iribe pleading with competitors last year not to “poison the well” by releasing bad VR headsets which cause sickness and damage public perception of the medium.