SOLUTION: I ask NVIDIA for this improvement here, please vote: https://www.nvidia.com/en-us/geforc...e-new-correct-3d-perspective-projection-not-/ SOLUTION UNITY HDRP URP: https://docs.unity3d.com/Packages/c...manual/Post-Processing-Panini-Projection.html ___________________________________________________________________________ PROBLEM DESCRIPTION Perspective rendering solution is distorted on side of a widescreen monitor as shown in this screenshot The 1m cubs perspective looks pretty wrong in-game view. The perspective solution is extremely distorted as well as the rest of the scene Sometimes making a zoom, changing fov in the camera is not an option. This perspective distortion is produced because square flat clipping planes are used to start and stop rendering the scene. The rendering starts and finishes at a fix local X value. Making the middle rendering ray (in the center of the camera) shorter than the rendering ray on the side. I'm not talking about the advantage of having a rounded spherical clipping plane for culling advantage. I'm talking about changing when the render starts and stop rendering distance for each ray for resolving the perspective distortion. The nearest Plane Distance is different for each ray and probably is calculated in a fix X value. Having fix beginning X and finishing X, the ray on the side must travel more distance and is much longer than the ray in the center of the screen. These two game objects at the same distance from the camera are rendered as if they were in different positions. Instead must be rendered as if they were at the same distance from the camera. Having a Fix Near and far Rendering Distance from the camera, each ray, will result in having the same rendering length. So there will be Clipping Spheres instead of planes. I do not think this solution is computational more expensive since will render less overall volume, will also contain fix distance values, the LOD will not trigger when we are rotating the camera and will avoid game objects been rendered going in and out from the far occlusion zone. Here is a link to old feedback: Solution please Vote Can the new Scriptable Render Pipeline be the solution? HOW I know that is a big topic for a novice programmer with intermediate capacity. Can you guide where to look or start from? Or adding code here so we can discuss it.