vorpX will support commercial headsets if technically possible and if these headsets gain a substantial share of the market, which obviously is the case for the Oculus Rift CV1.
vorpX will also continue to support both 3D methods as far as technically feasible. The more complex 3D graphics in games get the more difficult this gets though, especially in regard to modern multi-pass/deferred renderers, which do many things like lighting, shadows and much more in additional 2D-passes. So you may see more new Z3D only titles than this was the case with DX9-era games, where “stereofying” a game was substantially simpler due to the rendering pipelines being less complex. We are of course working on that heavily as you probably can imagine.
There will be many cases though with newer games where G3D does not really make sense performance wise as you already noted, regardless whether it will be available or not. G3D always did and always will cost about 50% of performance. So if your PC can’t handle extremely high framerates for a game, G3D does not really make sense. Nothing has changed about that, except that newer games obviously are far more demanding performance wise than older ones.
You can expect a vorpX release that works with the CV1 as soon as: A. we have a CV1, and B. Oculus releases the SDK 1.0 for everyone. Plus the time needed for implementing any required changes, of course.