I’ve been doing some work on getting native Oculus Rift support working on the jme3-vr module (using the LWJGL bindings). While SteamVR does work for Rift users, there are a few advantages to native support:
- Many users do not have SteamVR installed, and using it comes at a (small) performance cost
- SteamVR treats the grip axis as a button. While this is not a major issue in most cases, there are some uses to getting an analogue value
- Captivate sensors - arguably one of the best parts of the Touch controllers - IIRC cannot be read via SteamVR
Currently, my changes reside on GH: ZNixian/jmonkeyengine, however I would be very interested in getting this into jME3.