Immersive VR previously used the full runtime-reported left/right view
positions, with Units per Meter scaling both world geometry and the
per-eye offsets. That left no direct way to soften strong near-field
pop-out without also changing the apparent world scale.
Add Graphics.VR.StereoSeparation as a 0-200 percent setting, defaulting
to 100 percent. Scale each eye's positional offset around the average
eye center independently of shared head translation. At 100 percent the
projection is unchanged, 0 percent brings the virtual view positions
together toward mono, and values above 100 percent amplify stereo depth.
Units per Meter continues to set world scale and head-motion mapping.
Expose the setting in the global VR pane and per-game VR configuration,
include it in game VR override application/reset, and refresh cached
projection rows when it changes. Help text explains the scale/depth
tradeoff, possible near-field comfort benefit, and that Stereo 3D Screen
continues to use the existing Stereoscopic Depth control.
Remove the reference-space recreation recenter, ScreenYawOffset config, and
debug logging. Restore the original home-position recenter and world-locked
flat screen placement so we can diagnose the underlying issue from a clean
baseline.
Adds a VR/ScreenYawOffset setting (degrees, default 0). Positive values
rotate the virtual screen counter-clockwise from above (to the left);
negative values rotate clockwise (to the right). This is intended as a
diagnostic/tuning knob for the stereoscopic virtual screen placement.
Add GFX_VR_REQUESTED_REFRESH_RATE setting (Auto/60/72/90/120 Hz). When a
non-zero rate is configured, call xrRequestDisplayRefreshRateFB after the
session begins so the runtime can switch the headset panel to a rate that
matches the game's frame rate (e.g. 60 Hz or 120 Hz for 60 fps Wii games,
instead of the default 72 Hz).
This should reduce judder caused by the compositor showing 60 fps content on
a 72 Hz display. The runtime may clamp the request to the nearest supported
rate; the result is logged.
UI exposed in VRPane and VRConfigWidget.
Add GFX_VR_STEREO_SCREEN setting. When OpenXR is enabled and this mode is
active, force stereo_mode to SBS so the game renders with Dolphin's classic
side-by-side stereoscopy. Extend VRSessionActive() to keep the OpenXR session
alive for this path. This is the first step toward submitting a stereoscopic
virtual screen via OpenXR quad layers.