here's my prediction about Disney's 360 degree treadmill: it can't work for VR because what it's doing is constantly pulling you towards the center of the treadmill as you walk. Meaning that every time you move forward and then stop, you get jerked backwards. If you're wearing a VR headset creating the illusion of actually moving forwards, the mismatch between your inner ear signal and your visual signal would be intensely nauseating.
Maybe if they made a really big one, like the size of a whole room, so that the motion of being pulled back towards the center is very slow and imperceptible most of the time? And then you can level design around the limitation so that users aren't walking too fast outside the physical bounds of the space?