In short, what I did is to choose a much better Beta factor that does not drift for the most part, but is unpleasant to look through. A second Beta factor that does drift a lot, but that has a very still picture is also used. So the former factor acts like an anchor, and the latter is used only for when there is only negligible head movement.
The second location is pulled toward the anchor when it gets too far away from it. Even a slight head twitch does this, so all that matters is that reeling it in is continuous/not noticeable, and that that when your head is relatively still there is little to slight reeling in. As long as code implements this logic, it works very well. It’s the best of both worlds.
BTW! Here (http://csv.swordofmoonlight.net/SomEx.dll/22.214.171.124.zip) is new version of the main DLL in the EX/SYSTEM folder that adds dedicated support for Sony’s DualShock4 drivers. The TXT file in the PSVR folder describes how to turn on stereo mode, after turning on the PSVRToolbox provided. It automatically switches between the set’s home-theater and pass-through modes.
FYI: That demo’s FOV is fixed for PSVR but uses a pretty obnoxious value to approximate the game it’s porting. Alt+F3 can change the value in the INI file. The original game distorts the picture in some way, that I don’t yet understand. It’s pretty interesting that it makes such high FOV possible.