For a long time, we had been wanting free-flying ndof capability in Blender, and in recent releases we had finally got it.... sort of.
We could finially translate and rotate at the same time. However, the center of rotation remained globally centered.
If the user selected an object, and fit it to screen, rotation worked perfectly. However, if they then panned the object in any direction, the object would move appropriately, but the center of rotation remained fixed in the center of the screen. So now, rotational movement resulted in the object orbiting around an imaginary point in space. It was possible to free-fly in this way, but it was not intuitive, and was accurately described as being akin to drunk driving.
So in the latest release, we get an added feature in the Interface preferences 'rotate/zoom around selection' which does exactly what it says.
If you pan a selected object off to the side, that object remains the center of rotation. However, this comes at the price of losing 'free-fly' capability.
The default has returned to rotation/zoom control, with panning requiring the use of a modifier key (SHIFT).
Development of the ndof code in Blender has stalled. The ground work is laid, we just need someone with experience/skill to refine the final touches.http://spacemice.wikidot.com/blender
Spacemice -- Input devices for a 3D world.