It can, in ideal situations, with nothing else using up your WiFi 6 connection, whereas USB C is around 30 microseconds (0.03ms, it will be more in the real world though but still much faster).
Intel's WiGig has a roundtrip latency of 10 microseconds. It's what's been used in all the wireless VR adapters to date.
It's not perfect - it's rather short-range, and requires line-of-sight or small room with reflections to work, and adapter alone costs 300-400 Euros.
But it does deliver comparable latency to wired experience (And enough bandwidth to carry VR resolution/hz).
You're right that any solution that isn't near-zero latency wouldn't work as you can't do latency compensation (which Quest 2 uses for its PC wireless) for a foveated signal.
Gamers and customers are concerned with a quality product. and pancake ports have been inferior the majority of the time.
Yes they are inferior - but clearly customers find them appealing anyway. RE7 did really well, as did RE4, Skyrim and Fallout - and those 3 were just ancient game conversions.
For better or worse - there's clear indicators people want their full-experience of big IPs in VR, even if it's a straight port.
Pretty bizarre you are making an argument on behalf of the game company. I mean we are talking about whats best for the gamer right.
My argument wasn't about the company, but market at large. If everyone is just chasing one single strategy, there's not much to get out of different devices. It's totally fair to say pancake ports aren't adding a ton of 'value' - but if that brings more investment into VR overall (investment at scale that will not happen on the back of exclusives anytime soon, if ever), that's still a net win for the medium.
In my experience motion like sitting in a plane or starship and seeing the scenery out the window is ok in VR, but whenever you're virtual body moves but your real body does not it actually causes a physical reaction with your body, there is nothing that can be done to get rid of this problem unless your real body moves in sync with the virtual body, this aint a debate, its a biological fact.
Sickness triggers come in
many different flavors (and impact different people differently) eg:
https://www.tandfonline.com/doi/full/10.1080/10447318.2020.1778351. Cockpits also aren't some silver bullet either (lots of such games are pretty hard on the stomach still).
Personally I've worked on locomotion systems that people responded really well to - but I've been out of the game for a number of years now, so I expect research has long since moved beyond that too. That said I recall quite a long time ago reading on some promising research about use of haptics to combat simulator-sickness effects, so it'll be interesting to see how that works with PSVR2.