I'll get to the meat of my question: movement in VR is a tricky subject. What solutions have you seen to this issue? Have you been involved in making a VR game that has movement, or seen a game with a notable movement system? Either way, I'd be interested to learn about it. I'm not currently looking at developing for VR, but the topic has me curious, since it may well be the standard gaming setup someday.
From what I've seen, one of the more common systems right now is only letting the player move in their play space, and allowing them to teleport that space throughout the game world. This has the benefit of reducing any perceptual mismatch between the player and the camera, but teleporting will likely not be immersive or aesthetically pleasing in most cases.
The only game I've actually played in VR, however, was a racing game with full movement. There were parts, particularly when crashing and bouncing around, where I could feel something was very wrong. These moments didn't cause much of a problem while playing, but afterward I had mild nausea that lasted until the next morning. So I don't know what system would work best, and since I have very little experience with VR myself, I figured it would be good to have a topic out there for people to share observations.