I am looking over the docs to see if NDisplay is suitable for a LAN Game.
It’s a Third Person game, where we hook up all the input to the Master Node, and each Client Node in terms of NDisplay track different players POV. We are trying to stay away from server authentication and multiplayer programming. So instead we are just building a singleplayer game, using NDisplay to achieve multile Player’s views, at the same time retain the visual fidelity.
The demo videos are mostly Cave/Dome like productions. I am wondering if it is possible for each Client Node to see seperate Third Person Player’s POV, away from one uniform transform.
Also based on nDisplay Quick Start | Unreal Engine Documentation , it seems like the transform somehow needs to be networked?? This made me wonder, if it is still networking the game logics, rather than somehow streaming only the image. So in that case, isn’t the whole game still need to be networked??
Again, my goal is to simply build a LAN game with multiple Third Person Character Cameras, and distribute each cameras workload onto different GPUs, instead of going the multiplayer route.
It’s a simple concept. Hope someone could shed light on if NDisplay can make this possible. Or is it only useful for syncing cameras stuck with one uniform transform in the world?(like a 360 degree camera system)