GPL v2 (dolphin) has an exception for operating system components, whether in source code or binary. Since hardware drivers are clearly operating system components, it is allowed. I don't remember about GPL 3. But close enough is good enough for me.
Anyway, I've been busy with Dolphin so I haven't had a chance to get Doom 3 BFG working on the new SDK yet.The way Doom 3 BFG renders is weird, so it will be a bit hard to add the SDK rendering. And positional tracking makes things hard. But I'll get around to it eventually.
Currently working on Dolphin VR
Follow along: https://github.com/CarlKenner/dolphin/commits/VR-Hydra Latest Version: viewtopic.php?f=42&t=11241&start=1020#p249426
If in doubt, consult a lawyer. The GPL is horrendously complex for compliance, especially with other open source licences. Not FOSS in general, just the GPL specifically.
I don't think the operating systems exception in the GPL applies to 3rd party libraries such as device drivers (I just quickly checked the wording and it seems pretty clear about what it means by the operating system, it's not any arbitrary definition you choose to apply to it). Binary blobs with incompatible licences can be linked to GPL code, but they have to be dynamically linked. If the code is statically linked then you're essentially required to convert the licence of that non-GPL code into the GPL, which you can only do if that licence allows it (which the Oculus SDK doesn't).
Android is neither here nor there. Google has plenty of lawyers to ensure it's compliant with all its dependent licences, and the money to defend its opinions in court. You may not.
There is of course the more pragmatic question of whether anyone cares. When asking that you should consider who actually owns the code and whether they are likely to be damaged in some way by your releasing a derivative, as that will bear greatly on whether or not they are likely to sue you. I'd tread carefully with Doom given that Zenimax has an axe to grind and may want to assert their rights, even if it doesn't directly benefit them, just to cause trouble for Oculus. It's seems unlikely though, as it would more likely just result in bad press for them.
As I said, releasing source code only is the safest bet, because that cannot possibly infringe either licence. If you create a binary you're going to want to ensure one or the other is dynamically linked, which could be tricky as neither is designed to be. It's not just a question of forking, it's a question of doing the work required for them to link dynamically.
I highly doubt that we will see official support for Doom3 due to the aforementioned lawsuit. It really does not make me all that sad though, as I am not a huge Doom fanatic. ESO, however, well, you can pretty much see that the game was built for VR (with the exception of the UI and control scheme). It was almost as if the asset designers were thinking that it would be a VR compatible game.
Oh well, there will be more fish in the sea.
Current WIPs using Unreal Engine 4: Agrona - Tales of an Era : Medieval Fantasy MORPG
It's obvious that official support is out of the question, but I also wonder if the current vr mod can be ported to dk2. I really hope so. I was looking forward to playing it again once I get my dk2.
I'm already working on adding support for D3 original gpl code. If anyone else want to spend time on this and wish to join force please pm me. I think this will be a ton of work to get to the Quake2 level of polish on the ui and the control.