Early virtual reality (VR) systems introduced abnormal visual-vestibular integration and vergenceaccommodation, causing cybersickness (McCauley and Sharkey, 1992) reminiscent of simulator sickness reported by military pilots, e.g., having some shared causes and overlapping (Lawson, 2014a) but distinguishable symptoms (Stanney et al., 1997). Improved processing, head tracking, and graphics were expected to overcome cybersickness (Rheingold, 1991), yet it persists in today's muchimproved VR (Stanney et al., 2020a(Stanney et al., , 2020b. This must be resolved, because VR and Augmented Reality (AR) 1 are proliferating for training for stressful tasks, exposure therapy for post-traumatic stress, remote assistance/control, and operational situation awareness (