Lightknight said:
Another issue to consider is the issue of acceleration in-game where your body doesn't feel acceleration. I hear that's an issue that we likely won't be able to overcome.
This one was solved a long, long time ago but the solution is, how can I put this, somewhat bulky and expensive. Commercial flight simulators have been doing it for ages and if you've ever stood outside one whilst a training session is going on, it looks like the occupants are not doing particularly well! In fact, the sim is tilting, pivoting and rocking to simulate things like accelaration.
If your visual frame of reference is fixed to your head then simply tilting your body backwards gives the illusion of accelaration; conversely, being accelarated in a straight line in the real world will fool you into thinking you've been tipped slightly backwards as the fluid system in your ears overcomes inertia.
Whilst an enormous hydraulic platform is out of the question, a lazy-boy sized unit would be very possible. Imagine an accelaration in a racing game - the chair tilts back, using gravity to create the illusion, and then slowly, impercepably tilts back to the horizontal when no accelaration is taking place. It's not perfect - you can hit the limits of this and even the multi-million dollar setups from Boeing and Airbus do - but it's very convincing.
Tilting seats and mechanisms have been around since the arcade days of the 80s (Space Harrier anyone?!) but add a good set of visuals and suddenly they stop being just a gimmick. I wouldn't be surprised if the early adoptees of this kind of thing were actually simmers - the hardcore racing and flight fraternities, who are not averse to spending a lot of money on tech.