pre
RE: @pre
I appreciated that you created this post for 360 stereoscopic discussion, not much game engines implemented ODS solution by default, which is also understandable.
This week, I experimented some math, and successfully reproduce Unity3D liked real-time 360 stereocopic solution in Godot and Unreal. (originally, I re-created my own 360 render method for some in-house private projects, as NDisplay's stitch is also wrong and slow)
- This screenshot is a quick test, storing ODS result in planar temporary.
- Currently, I integrated my work-in-progress solution by re-compiling source Godot Engine.
- It could be a plugin as well, with some modification on math.
- My next step will be converting the final result in panorama layout as single render texture.
- Some render pass(light/shadow) is not perfect in my quick test, will check how to fix later.
- Godot is still new for me(only play around one week), I will post some panorama result once ready.

DaveTheCoder
RE: @DaveTheCoder
Thanks for your reference and guide, I will check them out. appreciated!
- I will consider contributing some free assets.
- I've been developing Unity3D plugins for many years in my spare time.
Due to the policy changes, I plan on migrating some useful features as SDK for Godot or Unreal. So far, I pretty like Godot's workflow.
PS: If anyone is interested in what I created, here is my website: https://frozenmist.com/
I might try to write some blog later, to document some Godot findings when have time.