I would get equally motion-sick from this, or from a headset view, either with a race car or a quadcopter.

With video games and theme park rides, they can tweak the controls/movements/view so that it reduces the tendency for motion sickness. For theme park rides especially, the motion simulator platform is a big part of it. "Cue Conflict Theory" they call it: The theory is that if you see vehicle motion but don't feel it, your body thinks it's been poisoned and tries to warn you by handing you back your lunch. So for the Avatar ride, they make sure the motion of the beast matches the motion of the projected view.

But for things like the race car in the video, and for a quadcopter, you neither have the corresponding motion platform, nor can you limit the player's movement like they do in VR video games. So yeah, I'd blow chunks.

Even with the stuff they do in VR games to limit motion sickness, there are certain things that some games do with vehicular control which still give me a nearly instant reaction. On paper, I would love racing games in VR mode, but the very first VR racing game demo I tried on PSVR, I went into turn 1 and had to take off the headset immediately. For space/air combat games, roll maneuvers generally cause that to happen, though some games seem to mitigate it better than others. For example, I'm mostly OK with the VR mission for Star Wars Battlefront, and the VR missions in Ace Combat 7.
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Tony Fabris