>>321187330
Late reply, but hopefully this explains it: When you begin walking irl, your head feels acceleration for a moment. It feels another moment of deceleration when you stop walking. The lack of this feeling when your eyes see motion is one of the causes of VR and motion sickness. In roomscale VR you're walking naturally at least until you run into a wall, but on a treadmill you aren't, which is fine in a gym because you don't see any motion but will cause sim sickness in VR. Imagine if you were pacing on the spot while wearing the headset. It's not going to help, even if it's slightly more immersive.

Larger omindirectional treadmills that give you enough space to take a full step in any direction before counteracting the movement can get around this if they do it perfectly, but they're really big and expensive, not something consumers can really get access to.

The best solution is redirected walking, where your deliberately or automatically flip your placespace in the virtual world when you reach an edge in the real world, allowing you to naturally walk everywhere, as long as you're okay with turning circles every couple of meters. Once more vr hardware is wireless the only limit will be the size of your room. See those posts from the last thread >>321171293. In very large playspaces like gymnasiums redirected systems can bend irl paths by a few degrees every step so you walk in infinite circles without noticing it.