Split Stereo Display

Turning on “Split Stereo Display (non head-mounted)” results in the scene being rendered side by side. It is worth noting that the objects appear without any distortion, the proportions are as-is.

The ASUS VG268HR monitor features a “3D Side-by-Side (Half)” mode, which alternately displays the left and the right half at full resolution and which may be used together with, for example, Nvidia 3D glasses. Obviously, stretching the above halves to full monitor width changes the proportions of the cube, see below.

What is the best way to address this problem in Unity? Any help is greatly appreciated!

Thank you,
Bernhard

hey @risc-mi i do not understand if it is a limitation of your 3d display but normally you would use ‘Stereo Display’ (not split) to access the directx api for stereo monitors. It seems that ‘Split Stereo Display’ is just here for internal debug/render testing purposes (now renamed to something like ‘Mock Vive HMD’).

@Gruguir : Thank you for your response.

My 3D display (ASUS VG268HR) only supports “3D Top-and-Bottom” and “3D Side-by-Side (Half)”. Using “Stereo Display” together with any of the two display modes does not work either.

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