I felt like the accuracy, sample rate, and a bit of lag wasn't good enough for a longterm solution. :/ It's cool technology but it's difficult for me to do stuff with it. I tried moving the base around and I think it stayed about the same, so I don't -think- it was interference.
One thing the Rift should help with is FOV. With objects close to your body and the stick controls, it was SUPER difficult to tell where a ball is, what orientation your hands are, and so forth. Even trying to toss a ball up and down or back and forth between hands becomes difficult since the ball rapidly goes of screen. I would imagine with the Rift that it becomes less like looking through a very limited window.
Trying to throw an object, especially up in the air like a basketball shooting motion, was very difficult. I felt like it kept trying to represent upwards motion as motion towards the screen instead. When it says to touch the sticks to your shoulders, what sort of orientation should be used? I don't think I ever got anything accurate enough like throwing a basketball through a window. Typically it would fall way short when I would attempt to toss it somewhere.
Textures were pretty limited in the window as well though I imagine with the Rift's reduced resolution it might not be a big deal.
Overall this probably sounds pretty negative. I think it's neat technology, just still not where it would need to be for accurate, low-latency 6DOF hand movement.