Which headsets do you currently own, as you must have experienced the disconnect between motion and lack of proper physical motion - especially with strafing.
I started using HMDs when the Sony HMZ-T1 released, moded into a cycle helmet with TrackIR for headtracking, then the DK1, DK2, 2 revisions of the GearVR and now the CV1.
A blast from the past (2011):
Strafing, moving or turning with a pad in VR has never caused any issues for me, nor does it with the first person titles available right now on the Oculus store or Steam. I've even used injectors to play none native first person titles, some extremely fast paced. Never have I had an issue, nor have countless others.
Until we got closer to the commercial launch of VR both companies touted and promoted first person VR games using control pads as the go to titles. What we have now is damage control nothing more.
For ED, this would be patently ludicrous. There's nothing you can do for a seated cockpit scenario, but in those scenarios nausea is much reduced.
That is a totally different VR environment than "walking" without physically moving.
At its core it is no different, in one game I pilot a ship in another I essentially pilot an avatar, besides some users find cockpit games just as sickness inducing in VR as the more traditional first person titles. Both genres are doing the very same thing - artificial locomotion, you happen to have a greater tolerance to the cockpit games than first person games in VR. As you say, teleportation or very quick 'fade out, fade in' transitions would be pretty luducrous in Elite but the point of my anaology was just that, so why is it any less luducrous to do it in a first person VR title which didn't have a "hey I have a teleportation gun" narrative than while flying a ship Elite...? The only difference is that we're both used to Elite and how first person space sims play, to make it an enforced slide show of teleportation based movement would be butchery. Like it or not the same is also true for non cockpit first person VR games, enforced teleportation butchers the experience, you accept it in the later case as you suffer from sim sickness in those scenarios and it eleveates the problem for you and allows you to play a genre you would otherwise not be able to play. If you didn't have that problem you would likely have the same opinion about enforced teleportation as myself.
Neither locomotion method is strictly wrong, however it is wrong as I'm sure we can all agree to enforce either on the player particuarly when one offers a lesser experience in terms of immersion, the very thing VR is trying achieve. Options are the best way forward, many of us with VR legs flat out refuse to purchase or play any VR title with enforced comfort modes and the numbers of such users taking this stance are increasing judging from what I have seen.
Take a look at
HLVR, in my opinion its the best first person VR experience you could get and far more immersive than anything that implements teleportation. Budget Cuts plays like a bike with two flat tires in comparison, even with its superior motion tracked controllers. That said, for some users comfort mode options in HLVR could have been beneficial due to nessessity but they would have offered the player a lesser experience, something as a sim sickness immune player I will not accept, the raw experience should always be an option.
You have a tendency to opt for one thing only.
Spit, I have no such tenancies. I play in VR primarily for the added immersion it provides, my opinion and one I may add that I'm far from being alone in sharing, is that enforced teleportation and other comfort modes throw that immersion out of the Window. The Technolust developer found that out the hard way but he soon changed his stance, although he won't publicly admit to that. However his actions and the current state of the game speaks more than a thousand words.
Using the hyperspace transition in Elite would only be a good example if it actually had anything of interest past the first couple of jumps. It is a loading screen, nothing more. No chance encounters, nothing you are likely to have missed. Nothing that would have been lost through just appearing next to the star. I prefer to keep it though. Be nice if they expanded it to maybe see other things in witchspace, ships, random stars, planets or even t'argoids.
The hyperspace thing was an analogy, not an example, used to demonstrate the 'disconnect' fade to black transitions produce in VR as opposed to the almost seemless traversal of the in game universe we currently have in Elite. The same transitions you would choose to keep over not having at all - even if they offer you nothing in terms of game play its about the immersion they provide and the disconnect not having them would produce - even if they are just glorifed loading screens. I would also prefer to keep my fluid traversal of game worlds than have that taken away by enforced teleportation but I do understand that people in your position need options if said experiences are too much for your stomach. That said they should remain a comfort option, even if they are the default locomotion option, but never an enforced standard.