Since many games have issues with rolling the camera causing artifacts in shadows/reflections, wouldn't it be better to always keep the cameras level with the ground and rotate the rendered image as you roll your head?
As you tilt your head the cameras could still translate to match the head roll (so when your head is sideways the left camera is below the right camera instead of to the side), but the scene would still be rendered level. Then when applying the warp shader the rendered image is simply rotated about its center by the inverse of the head roll angle giving you the expected image without breaking the game's effects.
This would also cooperate well with HUD elements which would stay level with the horizon at all times. Does this seem feasible, or does it conflict with something technically?
A possible way to fix shadow/reflection artifacts
The place for all discussion of the Oculus Rift compatible open source 3D drivers.
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