# Create multiple screens for physical car simulation

**URL:** <https://forums.unrealengine.com/t/create-multiple-screens-for-physical-car-simulation/484375>\
**Category:** Rendering\
**Tags:** multiple-monitors, ndisplay, unreal-engine, display, multiple-instance, question\
**Created:** [June 3, 2021, 5:24pm UTC](https://forums.unrealengine.com/t/create-multiple-screens-for-physical-car-simulation/484375 "2021-06-03T17:24:33Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![prajitkr](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@prajitkr](https://forums.unrealengine.com/u/prajitkr)\
**Post date:** [June 3, 2021, 5:24pm UTC](https://forums.unrealengine.com/t/create-multiple-screens-for-physical-car-simulation/484375/1 "2021-06-03T17:24:33Z")

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I am trying to create a virtual world for research project. we have 360 cylindrical screen with 6 projectors connected to a single PC and a car simulator in the middle. I took a look at ndisplay but it opens multiple instances which will be hard on resources and also not sure how to have 6 different cameras. Kindly suggest me some other ways in which I can accomplish this.

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**Author:** ![anon30741281](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anon30741281](https://forums.unrealengine.com/u/anon30741281)\
**Post date:** [October 22, 2021, 2:24pm UTC](https://forums.unrealengine.com/t/create-multiple-screens-for-physical-car-simulation/484375/2 "2021-10-22T14:24:27Z")

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I am also looking for exactly like this, If you find any solution could you please post!

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**Author:** ![gwin1332](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@gwin1332](https://forums.unrealengine.com/u/gwin1332)\
**Post date:** [June 12, 2022, 8:33pm UTC](https://forums.unrealengine.com/t/create-multiple-screens-for-physical-car-simulation/484375/3 "2022-06-12T20:33:48Z")

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I know this is old, but I am trying to do this exact thing too, any luck?

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**Author:** ![torano111](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@torano111](https://forums.unrealengine.com/u/torano111)\
**Post date:** [November 19, 2022, 8:35pm UTC](https://forums.unrealengine.com/t/create-multiple-screens-for-physical-car-simulation/484375/4 "2022-11-19T20:35:40Z")

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any updates?

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**Author:** ![ShadowBr0kerz](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/shadowbr0kerz/32/1201558_2.png) [@ShadowBr0kerz](https://forums.unrealengine.com/u/ShadowBr0kerz)\
**Post date:** [September 6, 2026, 7:00am UTC](https://forums.unrealengine.com/t/create-multiple-screens-for-physical-car-simulation/484375/5 "2026-09-06T07:00:55Z")

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for that 360 cylindrical 6-projector rig on one PC you dont need 6 instances — you either use one spanning window (virtual desktop union via GetVirtualDesktopRect) and split 6 viewports, or nDisplay if each projector needs its own frustum/warp.

for the spanning path, GetVirtualDesktopRect + GetAllMonitors lets you compute each slice from BP without C++: union rect tells you total span, per-monitor DisplayRect gives each projector’s slice. the BP nodes are here — [Multi-Monitor Display Controller | Fab](https://www.fab.com/listings/8cc2b168-3642-4e24-9aa8-750c0bc49771) — saves writing the FSlateApplication plumbing yourself. nDisplay is heavier on resources as you noted.
