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The engine moves each eye a fixed 65 mm times vr_worldscale along the side and draws both with the head's rotation, and the layer was submitted with the head's pose for both views. On the Frame the runtime says where each eye is and which way it points, so use that: - the world is drawn from each eye's position in head space, scaled by vr_worldscale, with the eye's turn relative to the head if it has one - each projection view is submitted with that eye's pose (the head's placed in the stage, then the eye's in the head), from the same predicted time the render used - the mono eyes of a scope and the flat screen layer keep drawing from one point, as before The eye maths is in VrEyeMath.c, which has no engine or OpenXR types so it can be tested on the host. Frame build only. Builds. Haven't had it in the headset yet.