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You will need predefined aspect ratios for different resolutions. As long as you have predefined aspect ratios, that'll compensate for any distortion.
Though, you should still add a distortion correction slider as well.
Next you'll need to keep your zoom ability active. Some games benefit from having a widescreen effect as it lessens motion sickness.
Lastly this is the most crucial part, in order to completely bypass any motion sickness, you'll need pre-configure mouse emulation sensitivity on a 1:1 scale on a game by game basis, or the wearer will be sick.
You probably knew most of that, but this is what I've gathered from a similar testing method I'm using at the moment. I hope that info helps you guys out.
EDIT: In terms of Aspect Ratios, I believe you'll also need different lens correction on a lens by lens basis. So, Vive, Rift, OSVR1.1-1.2 & OSVR 1.3-1.4, and then for people using Google Cardboard, you'll need lens correction for the most popular cardboards in use, like the BoboVR Z3 & Z4, etc etc.
Edit 2: Added a little more info to certain areas.
I've been trying to get Tridef3D/Swift working with the OSVR and unfortunately I'm running into the issue of Swift reporting that no HTC Vive or Rift is detected.
Swift works fine on it's own, whether SteamVR is running or not, it works. (Whatever game I run will appear both on my monitor and in the cinema on the OSVR which is normal I assume)
I'm getting this issue whether SteamVR is running or not and I've not been able to get around it.
I'm attempting to boot Mirrors Edge via Tridef 3D Ignition, with Swift enabled in Cinema Mode. (Both with and without SteamVR running)
Any ideas?
Thanks!