Just had a look at this and think I might have found a solution. Try setting the camera aspect ratio before rendering the half size render images with
SetCameraAspect( 1, (GetDeviceWidth()/2.0) / GetDeviceHeight() )
which solves some distortion when tilting your head, and secondly I'm not sure the exact calculation for determining eye positions with quaternions so I made AppGameKit do the math with
SetCameraRotationQuat(1,RotSensorW#,RotSensorX#,RotSensorY#,RotSensorZ#)
SetCameraPosition( 1, plrx#, plry#, plrz# )
LeftEye.PosX = plrx#
LeftEye.PosY = plry#
LeftEye.PosZ = plrz#
MoveCameraLocalX( 1, EyeDistance )
RightEye.PosX = GetCameraX(1)
RightEye.PosY = GetCameraY(1)
RightEye.PosZ = GetCameraZ(1)
which seems to work better for all but the closest of objects, probably fixed with a smaller eye distance.
Good work on the demo!