Stereo rendering for powerwall with tracked stereo glasses instead of XR headset

Godot Version

4.3 - Targeted plateform: Windows Desktop

Question

Is there a way to get a stereo rendering without OpenXR?

Our goal is to display a 3D model on a powerwall with stereo glasses tracked in space through the Motive software. There is thus no real AR/VR headset (i.e. no Quest, Hololens 2…). We found tutorials to setup a Godot app for XR, but it seems OpenXR requires a valid connected XR headset, which is not our case.

We also tried to create one viewport for each eye (ViewportContainer β†’ SubViewport β†’ Camera3D or XRCamera3D), without success so far (we get one image separated into two parts, but not one image per eye).

Any clues or ideas on how to achieve this please? We are new to Godot but are familiar with Unity. Thanks!

1 Like

Sounds like the best route, can you share how you set up this scene? Did you mark both cameras as current in their respective viewports?

1 Like

Yes, the issue was that I did not place properly the viewports themselves. The side-by-side stereo now works as expected.

The next thing would be to use frequential stereo (with quad buffer) instead of side-by-side, but that’s another topic.

Thank you anyway for your answer!