Hello Nick,
I knew you’d show up, many thanks for the follow up. Actually, we scored just earlier today with acceptable 3D in side-by-side, what a relief. Indeed, the default is channel swapped, left camera goes to right eye and vice versa, so we used a negative value on the EyeOffset to compensate and half the default value (neg) at -1.6, while still somewhat aggressive, did the trick.
If I’m following you, ProjectionCenterOffset controls convergence point. We set this back to 0, per your original instructions, and while we also had another variable in play that might account for the fix, namely const float XS = 0.5f/tan(HalfFov);, the convergence is now acceptable. To note, the zero value here doesn’t yield everything rear projected, looks like screen plane is a bit behind the tip of the gun in the first person shooter template, with the gun and hand or whatever all forward projected. It’s not too bad the way it is.
Now onto full HD 3D via MVC codec, will forward you good info to Yoshi to see if he can follow the yellow brick road to a module. Many thanks for your continued help, even if you’re taken away by your work. We might be back, but in the meanwhile, big thanks. I hope this discourse helps (the handful) others out there seeking to output SxS on standard 3D monitors without dependence on proprietary boards and such downstream of this otherwise (deceptively) simple bit of scripting.
Best,
Benjy