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Two, I DID provide a suggestion. "should prefer to assume level orientation", in case the big bold lettering in the thread title mysteriously managed to elude you. As in, compensate for any rotation into the overhead position so that the function of pushing Forward (or Up) on the stick remains input for Walk forward.
You are the first one I ever saw who complained about both movement methods at the same time. I think that's pretty impressive and it's interesting to me.
Look : you have a problem with the movement. So you want to get a movement orientation that almost no game have. And till now noone ever complained about the movement orientations for this game till now. So your opinion could be a new and revolutionary imput to implement a new movement type for future VR games aswell. isn't that exciting? :D
To elaborate, the difference to "other VR games" may be that in cVR there is a strong focus of moving both hands equally and simultaneously (when dual-wielding tools, rather than just chopping with the dominant hand and at most idly carrying something in the other) in a wide arc of interaction (which in the hand-eye-mind reference frame still maintains the general direction of "forward"), causing the controller to point overhead and backwards, accidentally or otherwise, and if not fully then at least to some extent, like while holding it near the vertical where the direction of "forward" is practically undefined (because Stick-Up is now actual "up" and neither globally forward nor backward).
And taking this backwards-pointing of the controller at face value, uncompensated, as reference for directional input during overhead gesturing causes a sudden inversion of direction which is currently left to be consciously corrected by the player, which detracts from gameplay, especially when the player chooses the setting where Stick-Up is to remain body-forward regardless of the HMD's current view direction.
You sir, are just a treat.
The particular issue here is that the stick input for walking is (or at least was last I played it, which has been a while for unrelated reasons) bound to the coordinate system of the controller's position in space, whereas in real life walking is done with our legs which are in an odd twist of biology not attached to our wrists where they would in a sense inherit the same coordinate system. (At least mine aren't, fellow vertrebrate organism native to this, ahem, our third planet of star 6500K, I am certainly not a visitor from what you, ahem, we, call Orion 6.)
As such, though I'm a bit fuzzy on matrix transformations, I could imagine if, just for evaluation of the up-down axis of the controller's thumbstick for forwards-backwards walking alone, the controller's rotation around the left-right horizontal axis could be ignored, or possibly absoluted if necessary, to catch all cases of being held straight ahead, straight up or down, or in overhead-reverse, the function of up-down thumbstick could be maintained sufficiently independent of controller swing to keep walk input true to intention. At least as a starting point for further investigation, but that's the beauty of beta and early access where such things can be experimented with.