This is still a big problem that could hold the technology back... VR devs have the responsibility of creating experiences that don't cause simulator sickness. Ideally, with more powerful systems in the coming years, we'll have the ability to increase performance so our visual and vestibular cues don't get mixed up in VR.
Not just different headsets but even different content on the best headsets (as will always be the case until we figure out how to zap your vestibular system in an accurate and safe way).