I’m not exactly sure how to accomplish this. Perhaps If I could have multiple player cameras displaying to multiple screens instead of one camera’s display being rendered across multiple screens, that would be nice too.
Anyone with more experience know how to accomplish something of the sort?
From the research I’ve dug into there’s a couple of ways to pull it off, most are somewhat hacky however. I noticed that you can get all of your monitor’s combined resolution as the final entry to this array:
Going to try out an idea I’ve got for it, that may only work in full screen. I’ll report back if testing works out (it’s going to take a bit since I have to make a build for the settings to be able to work).
From reading, it seems like ndisplay is for networking not only direct output.
Like everything epic makes, its probably overkill for your regular situation supporting up to 6 DP screens on a dual GPU setup.
I’d opt out of it if possible because I’m sure it introduces even more lag/latency than rendering the whole scene at some 30k is going to cause…
If the game has to be playable, some upscaled res that allows a minimum of 30fps is a necessity… even with 1080p per screen you wont really get the engine above 1fps after you have more than 3 screens to render to
Being drastic, but you get my point.
3x2 1080p is basically 3k on one side, 2k on another.
Windowed mode, and you can probably just stretch the game window to fit the size you need.
At least I konow for a fact that works across 3 4k screens as a setting (really at 1 fps in this case).
So if I’m not mistaken, we could use windowed mode and scale the window to stretch across all three screens? As a hacky way to do things?
PS: I actually went for a VR approach rather than multiple screens. Felt it gave more immersion though optimization will start to weigh on me more as I keep adding to the project.
In my case i dont find any good/cheap option to use more then one camera, i want do somthing like flight simulator, but i realy dont have success with multiple screens, but, i starting a work arroud using render target to get my left and right images without any FOV deformation, in a simulator this is a relevant point.
Each screencapture2d costs you the same cost as the scene in full resolution would cost you.
Once you add 2 more you have a total costs that is 3x more than your base.
Also to get a specific texture in a separate view-screen or window you have to go the c++ route, lock your game to windows only and introduce a bunch of custom coding to render the RT into the new window. Definitely possible. Even useful on simulators, but very cost prohibitive because of the engine itself…