Alter stereo camera matrix per eye

Can I apply lens shift per eye or do I have to resort to manual hacks like creating 2 cameras then rendering to textures? In VR sometimes the eyes are not in the center of the image.

Another way to deal with this problem I would imagine is to over-render the image and crop off one side for each eye.

If each eye is rendered in a separate pass (instead of both at the same time) I guess one could write a loop that inverts x shift every second render.

I find BGE to be much better then Unity. I don’t understand why it’s being scrapped. It looks like most documentation is now deleted.

Here you can find the API related to stereoscopic render: https://www.blender.org/api/blender_python_api_2_77_1/bge.render.html#bge.render.setEyeSeparation