Why does OpenVR eye seperation break w raymarched shader

I have both Oculus and Vive headsets. Using Oculus SDK all is right with the world… but with OpenVR (either headset) the amount of eye separation per distance is opposite of what it should be. Further into the scene separation per eye grows instead of shrinks. So objects up close are converged to close the the same per eye and at distance each eye has a very different image as if your eyes are twenty feet apart.

I have tried changing the camera rig scaling and doing that can set where in the scene left and right eyes converge to same image but it is still opposite of what it should be regarding convergence at distance. On the oculus sdk/headset, scale of 1,1,1 works great without any changes.

still having issues and not sure where else to get help on this. Any ideas are welcome. I’m happy to do research on anything someone thinks may be the cause… just not sure what else to look up