Query Related to VR Game Output

I have a question regarding the in-game view when using VR. I am currently developing the game and testing it within Unity, so it is still in creation mode and not yet fully built. When the VR headset is connected, I can display the output on an external screen, showing either the left-eye view, the right-eye view, or both. I’ve connected a large LCD display to allow others to see what the VR user is experiencing. However, if I choose the left or right eye output, the display on the LCD only shows part of the VR view, which is understandable. On the other hand, selecting the “both eyes” option results in a split-screen, which isn’t ideal for spectators.

Is there a way to display the full VR output on the LCD without the split-screen effect? I’d like spectators to see the VR experience in its entirety on the big screen.

Thank you for your help!

it should automatically do that already,
or which VR platform/device you are using?

As said, it should be quite good when using the latest Unity versions and SDKs. If it’s still not good enough, you can add a camera and make it follow the center eye (middle of both VR perspectives, often just 1 camera in modern setups) and here you can adjust the FOV and more.

This often is how VR spectator/streamer cameras are set up to not make the audience nauseated

I’m using the Quest Pro for VR. Currently, Unity provides three options in the game view: left-eye, right-eye, or a split-screen view for both eyes. However, I don’t want the split-screen view.

When I select the left-eye or right-eye view, the image appears zoomed-in and cropped, resulting in a limited view on the external screen. While the VR player can see a wide, immersive field of view, the output screen only shows a reduced view, which feels zoomed and doesn’t capture the full VR experience.

Is there a way to achieve a full, single-eye view that better matches what the VR player is seeing, without the zoomed effect