Thanks for testing.
Enabling "needsView" is just the beginning of the journey (you can always disable it if you don't find any input changes on the logs)
Our motionEventHandler might need some work too, they're in:
https://github.com/koreader/koreader...ut_android.lua
Never played with an VR headset, so I have no idea how they implemented input events. It might be different.
There's also a not so slightly chance that Oculus failed to implement required frameworks properly. I know it sounds strange but it isn't. There're a bunch of partially broken frameworks out there, not only on e-ink devices.