Single Pass Stereo: a study about benefits and potential risks

Hello everyone,

I have written two posts about Single Pass Stereo, it’s advantages and disadvantages and potential risks if used with headsets that don’t meet the hardware requirements. Single Pass Stereo requires the headsets to have co-planar displays unlike most modern headsets.

My aim is to provide more information about how it works, in order to stop treating it like a black magic box, and raise awareness of it’s issues. The language used is not too technical in order to appeal to a broader audience of end-users along with developers.

At the end, I provide a way to see the issues with Unity. If you are not seeing anything wrong, it means that SPS is compatible with the headset you are using.

The link :

Thank you!

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That’s really interesting. Oculus has recommended using single-pass stereo in their developer docs for Oculus Go, but it’s hard to know if those docs have been updated for Quest. And it’s an important issue, since Quest is a huge market but performance is always a concern. What can you tell us about SPS on Quest?

I don’t have a Quest to test it but the Rift doesn’t have any problems.

We could speculate that the Quest could have a problem with SPS if we take into account that the multiview extensions have the OVR prefix and were mainly developed by Oculus.

I believe that they haven’t changed their platform for the Quest because it doesn’t try to outmatch the Rift in anything regarding the optics. So, the Quest won’t have any problems with SPS too.

A user who could try my uploaded code with a Quest would surely enlighten us on this.