Here is a screenshot of a test for Oculus Rift support. It is at actual Rift resolution. I set it to 90 degrees horizontal FOV (total) - not sure if it should be more. This is not optimised or finished and the distortion is probably wrong or at least a bit off. Just thought you might like to see the progress.
There are now 3 display types that can be selected in LFS :
1) TV / monitor / projector
2) conventional 3D headset
3) headset with distorting lenses
And each comes with suitable sliders. For example (1) and (3) need a screen width slider. I have no plans to integrate with the Oculus SDK at the moment, so you will not get head tracking support from LFS. I'm not coding specifically for the Rift this time round. It's not worth my time while the resolution is still sub-standard and the head tracking is not complete. But there seem to be other ways to get the head tracking input, so that shouldn't be too much of a problem for Dev Kit users.
There are now 3 display types that can be selected in LFS :
1) TV / monitor / projector
2) conventional 3D headset
3) headset with distorting lenses
And each comes with suitable sliders. For example (1) and (3) need a screen width slider. I have no plans to integrate with the Oculus SDK at the moment, so you will not get head tracking support from LFS. I'm not coding specifically for the Rift this time round. It's not worth my time while the resolution is still sub-standard and the head tracking is not complete. But there seem to be other ways to get the head tracking input, so that shouldn't be too much of a problem for Dev Kit users.