This correspondingly reduces the area on the display that will be rendered to, and the computed field of view. You're basically hard-coding a small field of view.
The comment on the line suggests that the goal is to allow 'better pixels in the render target', which I assume either means a higher render target DPI compared to the display area DPI or fewer degrees per pixel in the render target.
However, as you reduce the fitpoint distance from the default of 1.15 you correspondingly reduce the value returned by StereoConfig::GetDistortionScale() (as you approach a distance of 0.3, you end up with a distortion scale of 1.0).
If the desire is to improve the render target DPI to screen DPI ratio, then that should be done by increasing the size of the render target directly.
The code in oculushmdlatest.cpp is changing the distortion fit point. https://github.com/ValveSoftware/steamworks-vr-api/blob/master/src/drivers/oculus/oculushmdlatest.cpp#L62
This correspondingly reduces the area on the display that will be rendered to, and the computed field of view. You're basically hard-coding a small field of view.
The comment on the line suggests that the goal is to allow 'better pixels in the render target', which I assume either means a higher render target DPI compared to the display area DPI or fewer degrees per pixel in the render target.
However, as you reduce the fitpoint distance from the default of 1.15 you correspondingly reduce the value returned by StereoConfig::GetDistortionScale() (as you approach a distance of 0.3, you end up with a distortion scale of 1.0).
If the desire is to improve the render target DPI to screen DPI ratio, then that should be done by increasing the size of the render target directly.