Hi, I investigated adding PSVR support to the FS2Open engine a while ago. I was able to create a variable which would split the screen down the middle and render a left eye and a right eye view. I was wondering if anyone could help with the view offset and barrel distortion code? VR headsets use a curved lens to magnify the image. VR games must correct for the curvature of the lens. I have found websites which discuss how to implement this in OpenGL, but my mathematics skills (calculus) are garbage. My programming skills are a bit better but I don't know which method would be optimal for implementing this. From my discussions with other VR headset owners. It sounds like we should try to add the barrel distortion effect, and editable variables to manipulate it (for people with eyesight problems to self correct) separately to any head tracking or headset initialisation code. This is so the barrel distortion can be reused for other headset brands. In terms of the PSVR it only takes about 20 lines of code to get it into VR mode and showing an image on the headset. Motion tracking is provided by 6 int variables: Yaw/Pitch/Roll and X/Y/Z.