Since the sound stuff for GZDoom is built into the source code now, I'm able to compile a completely functional build for myself!
Yeah, so, I have stereoscopic 3D glasses, and I'm digging that 3D is an actual display feature. But... it wasn't done right.
Let me explain what happens: the screen splits into a splitscreen with a left eye view and a right eye view. Good... except it's all still fullscreen with the resolution settings, meaning the X axis got smooshed on both sides. This is almost negligible on most of the FOV, but it's most noticeable on the HUD in Hexen. (I usually use the classic 320x200 to with no texture filtering for classic authenticity)
Normal 2D view:
Stereoscopic 3D view
Note that the X axis is chopped in half at each side, narrowing the view, and squeezing the HUD. The wall/pedestal on the right side has completely disappeared from view.
What needs to be done is the Y axis must also be shrunk 50%, with the resolution doubled on both axises. This would have the effect of cinematic black bars taking half the screen as a border on all sides, but it's what must be done.
I want to learn how to code the GZDoom engine, but just getting started is intimidating. The source code is nothing short of labyrinthian. Can someone point me in the direction to where the code files for the 3D views can be found so I can attempt a fix myelf? Or is there already a way to adjust this correctly in the video settings menu somehow?