-emulatestereo command not working

Nick,

We’re tackling and falling and tackling again, very eager to further engage you. I’m pulling Yoshi Morales in on the conversation, you speak more the same language. With it taking an hour every time to compile a new engine, he’s pursuing your suggestion to produce our own nice module in which we can get quick feedback on behavior and fix various issues, just need a little guidance how to accomplish that. If you can spare the time, we’d be so very grateful.

What’s especially interesting now is that we’ve signed off with the folks owning the MVC patent to implement their full HD 3D via frame packing into UE4. Between the Engine, their beauty resolution, and our data-based virtual environment content, we all come out ahead, a fine drop of VR trickles out the end of the pipeline.

In the meanwhile, we’re hammering on basic side-by-side. I’m attaching an image with various graphics illustrating settings in the .cpp and results on a 3D monitor. I should have caught this on day one as it’s truly basic, was too caught up in the wild fov and parallax issues to even consider this, but the default FFakeStereoRender template produces channel swapped. Where is that controlled? It appears simply changing the EyeOffset value only pushes the convergence point closer to the camera, another mystery. You indicated the ProjectionCenterOffset value was only relevant to HMDs, but I’m wondering if this shouldn’t be returned back to 0 for a 3D monitor.

In any event, many thanks for your time, and thanks for helping Yoshi with implementing a module and any other issues raised here.

Best,
Benjy