Hi Nismo Ny,
Tried your demo at your behest. It's very colorful and pleasant!
But the actual locomotion mechanics range from good to not so good.
The good is jogging movement is quite convincing. My locomotion is smoother in that the peaks and trough of speed aren't as extreme, but there's a niceness to the more direct motion from jogging.
Transition between speeds is quite good as well; I've tried a number of other walking in place solutions and many of them have been quite jerky between walking/jogging transitions.
Walking speed feels a bit too slow however.
Jumping is very spotty. I managed to jump twice in the demo, but I physically jumped around 10-20 times, so the height detection algorithm seems a bit off. Or maybe it calibrated funny (although it shouldn't have as far as I can tell).
As a result, I couldn't get past the twin pipe obstacles and left it there.
Perhaps have jumping on a button as an option - even if its likely to induce motion sickness, it's at least a work around for those that can't jump or can't get it working right.
Also, direction of motion gets wonky when you turn around as forward motion now becomes backwards motion.
I get that having it independent of head motion allows you to look around without causing motion in that direction... but without motion controller/touch support, it's the only real solution for a robust movement system... because I can't see walking in place becoming a widely accepted solution if it needs to be limited to tracks like this one (i.e. your solution works fine within the context of what you've presented, but you might need to consider how it can work more broadly).
It's a pretty cool demo - but to really take advantage of VR, needs to have motion controller support (if only to use it as the forward vector that's independent of head motion), and it should be... less track focused and allow for broader more interesting exploration.
Good luck with it!