I'm in the FPV hobby for over half a year and fly quadrocopters and model airplanes using video goggles. The Rift currently has one important problem that, until overcome, will prevent it from gaining traction in this area: latency. It doesn't have an analog video input, and having to digitalize and process the video for the Rift introduces a delay into the signal that makes controlling your model uncomfortable at best, impossible in many cases.
Because of this problem, pretty much everybody uses analog video for FPV these days. There are goggles on the market made specifically for the job: FatShark series, the Zeiss Cinemizer HD and others. Some of them are HD and 3D capable (Cinemizers), many are fitted with built-in motion trackers (e.g. FatShark Attidude SD) that are easily bound to servos on the model controlling camera movement (pan-tilt setups), and there are external motion tracker modules easily used with the goggles that don't come with them. With no delay, flying even very fast aircraft is actually much easier in FPV than using traditional line-of-sight control. The latency problem is worse than it might sound: e.g. the GoPro cameras introduce a very small delay on their analog outputs (<50ms), and even this is absolutely noticeable by an experienced pilot in FPV flight and influences the control the pilot has considerably; the best latency currently achieved with various FPV setups using the Oculus Rift is in the 200ms region.
Another advantage of using "traditional" motion trackers over the Oculus Rift is that they output PWM signal, ready to be fed into your R/C transmitter and then used on the model with servos to move the camera.
Now, I understand that HD and 3D is eventually the future of this hobby, and the Oculus Rift might very well at some point become a very viable goggles and motion tracker assembly. But until the latency issue is solved, it's not going to gain a wide audience.