Stack Exchange network consists of 183 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.
@DMGregory The problem with that being it requires the level to be designed around VR movement, so it violates the general-purpose applicability to open-world games mentioned in my first comment (Imagine if in any traditional game you had to step in an elevator every time you wanted to move more than 10ft). The user should be in full control (indirectly at least) of their movement and not need to rely on the map to allow the movements they want.
@DMGregory The user approaches the boundary of the play space. They can turn around, but then they're going back to where they came from -- in the end, they can only go as far in the virtual world as the play space is in size. However, if the user hits the boundary, locks yaw, turns around 180 degrees, unlocks yaw, and then walks to the next boundary, they've just walked 2x the size of the play space in the same direction in the virtual world. Doing this allows them to walk infinitely in any direction in the virtual world.
For more info on the current approach, from the limited success I've had, allowing pitch/roll seems to alleviate a good bit of disorientation, and I imagine providing a 3D compass that does rotate and blurring out the rest of the world a slight bit would make this feasible.
@DMGregory Goal is to design a general-purpose VR movement system which can be applied to most games that doesn't restrict the player's movement (level size of play area), inhibit movement (teleportation), or cause nausea (joystick) for open world games. This is something tons of professionals currently working with VR haven't solved, so I'm not sure if a question of that scope is appropriate for SE. That being said, I'm open to suggestions.