The VisualStudioMagazine article is quite old already, and many things regarding how to render VR have changed since then. It's true that in the first iterations of the SDKs, everything boiled down to render distorted frames for each eye side by side.
But since Oculus SDK 6.0+ , there's been a turn of events, major graphics cards vendors have agreed to step in, like the nVidia GameWorks VR SDK so now it's the graphics driver the one responsible to do some operations, like the lens distortion.
I haven't gone too deep to research the new APIs, but apparently, for VR, there's the concept of "layers", which are special render targets with purpose built VR features.
I would suggest to take a look to this project: http://oculuswrap.codeplex.com/ , which happens to be up to date with the latest Oculus SDK 8.0
I happen to own a DK2 kit, so I would be able to test nightly builds and give feedback.