Best way to make the same game stream in 3 screens

Hi, im making a driving simulator in unreal engine and I was wondering if there was a way to stream diferent parts of the game in different screens, similar to this:

My research has taken me to nDisplay, but i was wondering if there was any other way. Thank you all very much in advance.

The option to set the resolution to 5760x1080 does not work?
This is the simplest solution that just suggests itself…

the problem I have with that its that, even if you do that, you cant really see at the sides. think of how you move your head when you are driving a car. this picture might be a better example.

Simulador Simescar de Simumak para la investigación científica

Increase camera angle (180)?
But there might be some distortions that can be corrected with a shader, but I don’t know much about that…

SceneCapture2D + Render Target Material + Viewport Widget
But this option will most likely be very expensive in terms of resources…

I will try this and let you know.

and would there be a way to have 3 cameras and each camera show in each screen? Im brainstorming

Well, you should have a window the size of three screens anyway.
You make a widget with a horizontal box and three pictures in it (with render target material).
(If the game window is narrower, everything will break…)

The character’s real camera - preferably in an empty room, so that it does not render anything and does not take up resources.

Another crutch is to create a network game on one computer, then you will have three windows that you can arrange as you like… :melting_face:

Ideally you would probably get into the code and change the rendering principle so that the character’s camera is not rendered at all, and the image on the screen is automatically drawn from the capture components (nDisplay probably works like this…).

You can also see how split screen multiplayer works, it will be a good starting point for your own solution (I think).

UPD

ChatGPT talks about using FSceneViewExtension…
This will allow the CPU not to do “extra” work, which will significantly (~10-30%) improve performance.

I have done the widget route, trying to change the resolution. It seems to work fine on the editor, but once i package the project it looks like this.

It doesn’t chrash, but it shows nothing and stays like that

Shipping or Development build?
The engine itself and the level load correctly? Make a transparent area in widget so you can see the character’s camera (the level is behind).

And does it work if you run Standalone Game?
I suspect that your Render Target assets, or something related to them, are not being packed into the build.

im trying the resolution change on the intro of the game, to see if it works fro 3 screens. and even with the resolution you said and in windowed mode, it looks like that.

If i get that to work the game itself should work because is esentially the same.

OK, i fixed it, but still the size of the windows its not the 3 screens one, and i dont know why.

Have you tried the console command r.SetRes 5760x1080 ?
In this case, your project (standalone or packaged) should be open on the left screen.

I have tried, and still it just comes like one screen, the window not even filling up the screen fully.