I have been reading this paper by Timothy Wilson Fast Stereo Rendering for VR and it would suit our game engine (DirectX 11) to use this method of stereo rendering. I have managed to get the game rendering Instanced and the screen squished into left and right areas like he mentions but am unable to get the SV_ClipDistance working correctly, when I use his methods or the method the jMonkeyEngine uses I get 4 views of the world!
My question is does anyone know if you can write SV_RenderTargetArrayIndex in a pixel shader according to MSDN it says it can be read and written by the pixel shader but in all my experimentation I am unable to get the shader to compile, it complains about too many outputs. If I could get this to work the instancing would work by just setting the SV_RenderTargetArrayIndex to SV_InstanceId. Any help would be much appreciated.