Files
thejerf--baijiSteamVR/Source/Core/VideoCommon/VR
Jeremy Bowers 9dd817d864 OpenXR: add independent stereo separation control
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.
2026-10-05 00:21:28 -04:00
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2026-07-07 05:42:37 +02:00
2026-07-07 05:42:37 +02:00
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