Just to restate a point i've made elsewhere - 'dedicated' multi-monitor support needn't be a top priority, provided the game gets its available screen modes from the users' systems, rather than simply pre-defining a finite variety of resolutions.
Lots of games get this wrong, and upon loading all you have available is the usual 800x600, 1024x768, 1280x1024 etc. etc. - which is utterly useless if you're running a multi-monitor rig with spanned modes (aka Mosaic, Eye-finity etc.)...
Personally i
only play games that poll DirectX for the available screenmodes - even BeebEm and WinUAE work fine on spanned modes (i can play classic Elite, FE2 and FFE spanned across 6 screens!). Pioneer also works perfectly.
Point being, dedicated multi-monitor features, such as bezel correction, multi-view (where the game renders to separate display ports, with aspect correction etc. (which, incidentally, i've never seen work properly and without exception always looks horrible compared to a simple span mode)) can wait, IMHO, indefinitely - you can do bezel correction from your monitor's controls, if not from within Nvidia or Catalyst control panels. Hence the only thing E: D needs to absolutely,
definitely get right is to query DX for its screenmodes, and apply a simple algorithm for scaling the FOV and aspect ratios accordingly. Again, GTA4 is the best example of this i've seen so far - it always displays perfectly no matter what monitor configuration you throw at it - yet there's no mention (not even a smidgen of a consideration towards) explicit multi-monitor support - it simply doesn't need it.. it just works fine regardless.
If however FD are reading this and are currently doing things the 'wrong' way - please hard-code a 3840x2048 mode for my double-triplehead system? Ta very much... X
Back on-topic,
this Oculus article on PhysOrg reports on an upcoming potential sister-accessory, a haptic armband called Myo... dunno if it's been mentioned already, first i've heard of it... video looks impressive though...