I don't think I ever got motion sickness from a flatscreen game, I think that came from playing a ton of twitch PC shooters in the 90s and 2000s like Quake II, Doom, and Unreal Tournament. VR has given me plenty but that's moreso the nature of the tech fucking with your inner ear's perception of motion relative to your body's position. Some say its a misnomer that one gets their "VR legs" but well over time I stopped getting motion sickness with pretty much every VR experience, including something super fast like Brutal Doom VR.
Boneworks however is the one candidate I can safely say gave me motion sickness somewhat consistently over the course of my playtime, the devs didn't do enough comfort testing and coupled your view to a fully IK body that flopped around like a ragdoll whenever you climbed anything (note: there's a ton of climbing in Boneworks). They've adjusted it somewhat since launch but the initial implementation just flew in the face of years of best practices re: mitigating motion sickness in VR. That said it still might be my favorite VR game, the level of experimentation and freedom as for object interaction, physics, and environmental traversal is second to none. Its janky for sure but still an incredibly exciting next step in experimenting with the layers of interaction in VR using tracked controllers and room scale.