A couple of days ago an article was released about the further development of Valkyrie, previously known as EVR.
It's well worth a read in full.
"What helped CCP get a VR prototype up and running so quickly was its vast library of historical assets from Eve Online, and the timing of VR’s re-emergence. Once a group of around 20 engineers at CCP’s Newcastle studio had established the link between Dust 514 and Eve Online, ongoing maintenance of that infrastructure was moved out to the developer’s Shanghai office. With virtual reality on the horizon, an experienced team of engineers at the ready and a bank of assets at its disposal, the natural next step was for that group to start building out a VR prototype. Valkyrie was demoed at E3 last year in its previous form, EVR, and CCP has been working on the game in earnest ever since. So even with those close ties to both Sony and Oculus, is it harder to make a VR game than it is a ‘traditional’ game? “At a high level, yes,” says Reid. “But there are a very different set of details involved here because we are all together pioneering VR gaming. It’s very different to saying ‘let me take a first person shooter and bring it to consoles and PCs’. That’s a very well established thing. In this space, those norms haven’t been established – we’re doing that now with Oculus and Morpheus.” "
http://www.edge-online.com/news/eve-valkyrie-and-how-ccp-became-the-frontrunner-in-the-race-to-define-virtual-reality-gaming/