I worked as an intern on some stereoscopic&#x2F;multiview R&amp;D maybe 12 or 13 years ago.  It was similar to the work in this video, except meant for autostereoscopic displays like the 3DS and displays with more viewing angles than 2. ( <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=acIe1vlpd84" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=acIe1vlpd84</a> )<p>The multiple projections feature is cool.  Aside from saving the double geometry&#x2F;draw call overhead, they&#x27;re probably also clipping&#x2F;transforming&#x2F;rendering each stereoscopic pair of fragments at the same time to encourage cache coherency and reduce bandwidth requirements on the GPU.<p>Overall, the overhead of rendering the same thing twice from slightly different projections shouldn&#x27;t cut your rendering capabilities in half, it&#x27;s mostly the same stuff.  So this feature should make a big difference for VR.<p>I was waiting for something like this from the Sony PS3 when they started introducing 3DTV compatible games but I guess the market wasn&#x27;t there at the time for that driver development effort considering most of the games released in 3D were PS2 ports.  Seems like they missed an opportunity to have a killer app for 3DTV, nearly every PS3&#x2F;PS4 game could have had built-in 3D with only a 25% or so performance hit that can be compensated for with downsampling&#x2F;upscaling.