Not saying it can't be done--it's being done--but it's tricky and not as universally desirable as many non-pilots seem to think.
Using VR controllers, you can manipulate any modeled knob, switch, throttle, yoke, lever and trim wheel in the cockpit. With rudder pedals, it is as close as it gets to reality. I even felt nauseous after trying out aerobatics in it.
I'm consistently above 45fps using 7700k and titan Xp (3 year old), I'm sure a 2080 or 2080Ti would do better.
The resolution will get there eventually, but until then, VR flying is pretty awesome short of having multiple large displays wrapping around you.
Your questions are all valid, and I'm sure the answers vary for different people. There's definitely a market though, and hopefully it's enough to motivate continued improvements in the tech.
Second of all, I don't know of any GA or airline simulators that use VR.
Source: commercial pilot.
(I've tried VR flight sims.. my god, having the view track with your head is amazing. One of a handful of killer VR apps)
You also get that close to reality visual experience for a few hundred bucks, compared to professional sims that would be totally out of reach to anyone but actual flight training companies (and hobbyists with large amounts of time and money).
Camera movement independent of what your body is feeling = vomit
Camera movement consistent with player movement = no vom
For the most part inside the cockpit of a plane or car it's not so bad (for me at least) as you're largely experiencing the same forces as your eyes make you think you should be experiencing. But as soon as I play something with a third person camera that follows something I get immediately sick (Lucky's Tale was the specific game I remember doing this to me).
YMMV of course, but you should try playing something where the only continuous movement is controlled directly by your head movement. The way VR action games usually get around this limitation is by letting you point to a spot and instantaneously teleport there.