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A frame with one player and no cinematic renders the player's window three times in render_frame's window loop: the left and right eyes, each from the game's camera turned by its heading and moved by the tracked eye (vr.world_scale, head reach limited to 0.35 m), with OpenXR's off-centre field as render_camera_build_frustum's bounds, and each copied into its swapchain image as it finishes; then the HUD alone on a transparent ground, shown head-locked (vr.hud_distance, vr.hud_width). What moves on as it draws does so once a frame: the sky's animation phase, weather and glow particles run for the left eye only, and the first-person weapon is posed once, from the head between the eyes. The fog's screen layers, which assume a symmetric frustum, are left out of the eyes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>