Ahh interesting. I mean if it only scales to 2 players right now, that works for my implementation! The interesting part though would be scaling it to other things. I’ve seen so many requests for things like stenciled portals and rendering objects with different clip planes etc…
Yeah I wasn’t sure about VR, I did look at the source but it seems very hardcoded to work with two vertical viewports. 's solution seems interesting. I believe what he’s suggesting is to avoid using RT’s altogether and hijack the split-screen viewport camera / scene capture and composite the image in a post-process material (not far off what I’m doing right now). I imagine that if Render Targets can in fact support TAA (apparently there’s a fix for that in Main branch, I’m gonna take a look), then Motion Blur etc should also work. I believe they both rely on having those per-pixel motion vectors…
@DanielW thanks for the response! I’ll see if I can find the commit for motion vectors in render targets too. Any idea what to search for or where it may be?
I’m currently blending the render target and final scene output in a Post-Process Material like you said - so maybe I can hijack the split-screen system and resize the render targets to the split size each frame. Mind you at that point allocation / RAM speed might become the bottleneck with all that resizing…
Btw, DarkMaus is awesome!