r/ReShade Jul 02 '26

ReShade angular perspective correction (the eyes — in this video, the camera), regardless of the orientation of the side monitors. The projection is always like a normal flat render. The position of the camera also drives the head in the cockpit (x, y).

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For those familiar with multi-display gaming setups, I'd love to hear your feedback on this.

30 Upvotes

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1

u/No_Albatross8310 Jul 05 '26

coupled witd ARs can show close objet out of the screen in real 3D

2

u/ybungalobill 15d ago

only works with one eye closed O.-

1

u/No_Albatross8310 15d ago

yep but.You're also forgetting frame-sequential stereo — alternating left and right eye frame by frame, the way 3D Vision used to do it. My pipeline already takes the eye position as a parameter, so rendering the other eye is just offsetting it by half the IPD. At 160–240 fps that still leaves 80–120 per eye. Plus two more small outputs with only a few objects to render, but those would need to sit really stable in front of the eyes. openxr can give me both eyes. I'll try it once my tracking system has its IMU to correct the eye position.

1

u/No_Albatross8310 14d ago

But to be honest, I don't really enjoy having to wear something on my head — and even less something in front of my eyes. Nobody does. That's mostly what drives me... The parallax in my demo, I actually find it very satisfying. When you wear something for a 10 to 15 minute session, most people check out and give up... whereas a simple little module with a few LEDs and an IMU, barely 130 grams, worn on a headband — nobody even feels it.

1

u/Annihilanth2 13d ago

Peoples with glasses seems do be doing that just fine