I was playing Star Trek Bridge Crew, and noticed that the starfield looks oddly close. The same goes for the sky in other games. I realized that this is because when rendering the skybox in a game, VR games render the skybox once for each eye. But because games use a large dome or sphere for the skybox, instead of the appearance of the skybox being located extremely far away (Which happens convincingly in non-vr games), the parallax is quite detectable to our eyes and we see the skybox for what it is, a relatively close wall of stars.
To fix this, I propose that when rendering for the right eye, the right eye camera be temporarily moved to the position of the left eye camera to render the skybox, then moved to the correct position before continuing to render the scene's foreground. Alternately, you could move the skybox model's position by a few pixels (as many as the distance between the cameras) to achieve the same effect.
This should make the appearance of the skybox appear at "infinite" distance since that's how we see stars ourselves, with both eyes seeing the photons arriving at almost parallel vectors.
The effect, in VR, should be convincing. Put simply, stars don't move their apparent position when you close one eye. That should be true in vr games too.
My question is whether, to the game devs of stack exchange, this would be possible using this method. I think the main challenge would be in changing the position of an object in the middle of a render pass.