Ran well? Pixel count only went up 25% for the CV1, but Oculus and Valve are both pretty set on consistent 90 FPS as the performance you need to make it convincing and less likely to make users hurl on their keyboards.
IIRC the actual rendering resolution is even higher than the screen's so that it can go through its distortion for optics to a final image without upscaling anything, so consider me very skeptical of an integrated GPU handling it satisfactorily.
I say this as the owner of a 2011 MacBook Air (Intel HD 3000), which definitely can't maintain 60 FPS in modern games at its native 1440x900 resolution (half the pixels of a Rift) even with the other settings turned all the way down.