If i had to take a guess, i would suspect VR as it relates to elite feet would be on par with SRV VR.
Visuals:
The helmet of the Remlock suit would give the VR user a stationary frame of reference to counter motion sickness.
Perhaps an option to remove the helmet when in an appropriate environment for those who can stomach the free movement.
Movement:
Three locomotion modes a user can toggle between -All controls would closely resemble SRV controls. Forward, Backwards, and turn, A boost (leap) with tilt and pitch. (perhaps adding a strafe)
Magnetic Boots: The character walks upright, with normal orientation. (Very much like SRV's with way less drifting and flipping over)
Auto Reaction Control System: Six degrees of freedom that auto-correct for spin and rotation. (FA On)
Manual RCS: Six degrees of freedom that do not auto-correct spin and rotation (FA OFF)
Stations with simulated gravity, planet surface: Would function as if using magnetic boots. The character walks upright, with normal orientation. Surface gravity would affect "bounce" like it does with SRV
Small stations, Ships, Carriers, Capital ships: The player can choose any of the three locomotion type.
Space walks, EVA: The player can choose between ARCS or MRCS only. unless "autosnaping" to the exterior of a ship/station to activate magnetic boots is a thing.
Combat:
I suspect this to be the weakest aspect in VR with no motion controller support.
They could use a stationary weapon with cross hairs that are controlled by manual input.
Or preferred when combat "mode" is activated, VR head movement translate to the weapons movements. for a lack of better reference, acting like a turret
With all standard movement controls remaining the same.