I am working on Oculus Rift support in the Game Engine. I got the input pretty fast, i wrapped the (Boost Licenced) OpenHMD library to Python, and got the sensor data pretty easy. With some transformation hacking, I got the camera rotation. The wrapper can be found in my github: https://github.com/lubosz/python-rift
I didn’t publish an example yet how to use it, I will provide a blend file and the python code at some time.
For the demo I am working on, I got Wii Balance Board support in a similar way (https://github.com/lubosz/python-balanceboard)
My biggest Problem is the rendering though. You need a stereo side-by-side image with reverse lens distortion for the rift.
It is described here: http://www.dgp.toronto.edu/~mccrae/projects/firebox/
Another shader that does that can also be found here: https://github.com/OpenHMD/OpenHMD/blob/master/examples/opengl/shaders/test1.frag.glsl
Blender does stereo side-by-side, but when I apply such shader, the render result is asymmetric and I don’t get why. It’s symmetric for mono and above-below stereo.
The problem explained, renderings, the GLSL shader and a blend file can be found in my stackexchange post: