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- Add IOpenXRSwapchain::GetEyeSwapchainHandle() and SubmitStereoFlatFrame(), with per-backend overrides for Vulkan, D3D11, D3D12, and OGL. - Add OpenXRManager::SubmitStereoQuadFrame() which builds two world-locked XrCompositionLayerQuad layers with XR_EYE_VISIBILITY_LEFT/RIGHT and publishes them through the pacing thread (or EndFrame on the legacy path). - Extend PublishedXRFrame and FrameThreadLoop to submit the stereo quad pair. - Add UI checkbox for Stereo Screen in VRPane and VRConfigWidget. The game renders with classic SBS stereoscopy; left/right XFB layers are blit into the corresponding OpenXR eye swapchains and shown as a 3D floating screen.