It's currently sized to the entire display size, when really it only gets one eye rendered into it at a time. This is a waste of memory. Either write the warp shader to operate on the entire render target and render both eyes into it before compositing, or halve the size of the RT.
It's currently sized to the entire display size, when really it only gets one eye rendered into it at a time. This is a waste of memory. Either write the warp shader to operate on the entire render target and render both eyes into it before compositing, or halve the size of the RT.