Btw, there are a few rendering fixes in Storm Engine 2 that would probably benefit Doom 3 BFG.
When running mods, particle bounds are ignored and as soon as particle emitter origin is outside of the view, whole particle system gets culled, which is wrong. SE2 has a fix for that.
Another one is more of an improvement - oblique frustum clipping. That makes reflections/refractions in the water render correctly. There is also a fix for heat haze shader that fixes (somewhat) boundary between heat haze plane and geometry it intersects (minimizing distortion of the water plane intersection with pool wall or river shore, for example). If you port it, you might want to cvar it as I have no idea if it will affect performance in VR.
Another goodie to mention (already in the RBDoom 3 BFG) is progress bar indicator - when you load mod first time, it will build all the assets and in vanilla Doom 3 BFG you'd just wait for who knows how long. SE2 has progress bars that show each asset building progress.
And the last one is cmd to render cubemaps (envshot) - useful for modders who want to make reflection "probes" for the environment.