>>361023435
You can also (mostly) imperceptibly nudge the playspace yaw around when they're moving their head around fast or mostly facing the ground/sky. That way you can try to keep the user walking in a spiral a bit longer if they're exploring and looking around rather than just walking straight forward. That's what https://research.nvidia.com/publication/2018-08_Towards-Virtual-Reality did (with fancier eye tracking) and what the crossed-out Vestibular Motion option does in >>361022431 .

Also you might've seen it already, but https://locomotionvault.github.io/ is a neat survey of VR locomotion techniques. might see if any of the others are worth implementing.