Let me be clear: I pretty much agree with everything you said. Only your original statement was what I felt a bit of a stretch:
> The "monitor you wear on your face" trope is simply inaccurate, and essentially a misunderstanding of the state of VR today
After reading a bit more into it, I feel that Oculus took the correct software approach to bring up its hardware on Windows. What happened appears to have been more of an oversight, one that most people probably could have felt for.
Custom (in-kernel) drivers are indeed probably a necessity to achieve the best possible experience, with the lowest attainable latency. However, they are not actually needed for basic support [1], which is where I think our misunderstanding comes form.
I realize that a tremendous amount of work has gone into making VR as realistic as it could get, and I am not trying to lessen it at all, which is what I think you wanted to point out with your original remark.
As much as I would like to have a go at implementing that kind of feature (and experiment with VR headsets in general), I don't really have the hardware nor the time to do so, unfortunately :)
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[1] I don't know the latency involved with userspace-based USB libraries, but it seems to be low enough that Valve is using it to support the vive, at least on Linux (and for now).