Motion simulation is generally pretty good, but in one way it falls short. Very short. This particular blank area is one of the most fun aspects of moving. So there is potential to drastically improve the quality of motion simulation by adding this one feature. That missing feature in current motion simulators is sustained G-forces.
These are the forces that push you back in your seat, and hold you there. Imagine sitting in a race car and stomping the gas pedal, its not the same as the car you drive - trust me, I've driven an F4 car. An F1 car is capable of sustaining upwards of 5G's during acceleration and deceleration. That means you'll feel 5 times as heavy in the direction opposite your motion. Current motion simulators are only capable of SUSTAINING an angular vector of 1G - that 1G being the current gravity you're experiencing right now. These motion simulators are excellent at delivering the fine grain or "detail" level where the forces are often quick and punchy. So that rocket lift off you've got planned for your next VR experience is going to feel more like a shaking seat unless you find a way to generate multiple G's into the back of that chair.
Imagine the surprise of the audience when they first experience a true representation of that lift off!