As oculus angles are always absolute (earth magnetic field), reset really makes no sense. The solution for our problem is to use oculus angle deltas instead of applying the angles directly. It's easy to calculate delta, so solution looks like this:

Code:

`Vec3F oculusAngles = EE::PredictedOrientation().angles();`

Vec3F oculusDelta = oculusAngles - EE::Orientation().angles();

player.angle.x -= oculusDelta.y + mouseDelta.x;

player.angle.y -= oculusDelta.x - mouseDelta.y;

player.angleZ = -oculusAngles.z;

you can apply calculation to Cam the same way..