Yes, I use quite a bit of separation, but only an amount that I deem realistic. You're right that it doesn't look the best possible in the video, but it does make the cockpit feel quite realistic in-game. The german gunsight was meant to be used with right eye, so that's what I'm doing - although I don't know if you actually had to move your head to peer through it.
Anyway, I have a question. It's currently possible to adjust the distance between eye points, but there doesn't seem to be a control for the amount of frame separation, which can be used to adjust the amount of in/out feeling you get from objects appearing on the screen. It would be useful for being used on differently sized screens. I shall make an image to explain what I am talking about.
Here's an image about an imaginary scene with large paprikas in it. The white blobs are eyes, the white screen depicts the display distance.
Theoretically, a distant paprika (not on the image because it's distant) should appear on the display so that the left and right images are at the same distance as the viewer's eyes. That will mean when the viewer aligns the left and right image of the object, they're looking at it with parallel eyes. This basically gives an illusion that the object is at infinite distance.
An object closer to the viewer (in the middle) and very close to viewer are also depicted, as well as imaginary "view rays" to the objects, and how the view rays intersect the display plane. That intersection is technically where the left and right images of said objects should appear.
This kind of setup is dependant on a few factors: Eye distance, and display distance. Increasing display distance will reduce the amount that viewers need to cross their eyes, which reduces the perceived distance of the object. For that reason, same setup that works well on a large, wall-mounted 50 inch television will probably not work quite as well if you are using a 23-inch display 50 centimetres from your face.
For the purposes of realistic 3D, it is therefore required to have an adjustment for the frame distance in addition to the eye width, so that left and right images can be moved left or right as required by the viewer:
As you can see from here, moving both frames "inward" has decreased the perceived distance of objects. For close objects, a "pop-up" effect (perceived distance less than distance to the display plane) is magnified.
Ideally, an object in the image that is at the same distance as the display plane should appear on the display so that left and right image are perfectly aligned. That means the viewer's perception of the object's distance is the same as the screen's. In context of aviation, it would likely be so that most of the cockpit surrounding the pilot is at this approximate distance when sitting in a fighter plane; some objects (such as gun sight) might be slightly closer, especially when leaning in, and those should "pop up" from the display, to give the illusion of being closer to the player than the display is.
Unfortunately in IL-2 the situation is further complicated by the existence of zoom, which pretty much means it's practically impossible to achive the "ideal" situation where the display is a "window" into a 3-d world that you peer through, at identical 1:1 distances and view angles as in real world. That would be very hard to achieve, and would require a fixed field of view dependant on the apparent diameter of the monitor, which is also dependant on player's distance from the display, which changes, so you'd have to track it with FreeTrack and make field of view adjust based on the apparent diameter of monitor as it appears to player... it is, I should say, fairly impossible (not to say pointless) to achieve THAT.
Thankfully, human depth perception is an extremely flexible system and takes to different situations like a fish in the water, the brain is so powerful it just shrugs at minor inconsistencies in the image and automagically fixes everything so that things typically start feeling natural, no matter what setting you use.
However, a frame distance adjustment would be of great help in adjusting the image to look good on a wide range of display sizes and distances.
I don't know if this is doable, though. Translating the rendered red/cyan frames left or right may not be easily achieveable. However, it could be possible to give the alternating eye points a slight angle, adjustable by the player in very small increments. Technically that
should have the same effect as sliding the rendered frames left or right.
...Oh, and another question: What units is the eye distance adjustment in? Is it in relative units (1.0 being standard human eye distance) or absolute units such as centimetres? Absolute unit input would possibly be more accessible for users, although relative units have their advantages as well.