I tried all the properties I can think of and scaling was one of them - it scales both but they remain mis-aligned. THis is specific to the Lenovo device. No issues on any other devices.
NOTE: in Pixel 2 (Daydream) this works fantastic. It is only an issue on the Lenovo Mirage Solo (Also Daydream) and as stated before Lenovo device is returning the width of only a single eye when looking at Window width.
ANOTHER NOTE: Same result using createDefaultVRExperience as creating the WebVRFreeCamera and custom trigger for VR. So it is not the method of getting into VR that is issue.
There was an issue for people using the 3d GUI elements when using a rig camera, but across all devices. the right left camera was rendering incorrectly due to a layer applied to it alone while stating it is full width. So it was “stretched” in a very weird way
I actually wonder now whether it DOES solve your case. But since you get the scene rendered correctly on a different deice, i doubt it to be the case.
if it doesn’t - it is probably a similar issue. I was trying to simulate that before, I will see when I test it today how I can get this to work.
I have been checking multiview the entire day, and it seems that apart from a small issue with width of one of the textures (which shouldn’t be connected to your issue) it is implemented as described.
Would be great to know what your device does with this demo
This displays flawlessly. One thing about this Lenovo device is that the viewport width I get back from javascript is only for a single eye (half the width it should return). Not sure if other headsets are doing this. When I run on my Pixel 2 it works awesome. I thought that if the screen width returned is not greater than the height it might need to be doubled or something to this effect.