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nDisplay config file creating similar viewport in both of the master and slave machine

Hi,

I am trying to use nDisplay cluster rendering. I have two computers and 1 display each. Physical dimension 0.7m0.40 meter, and resolution 38402160 (150%). For simplification, the two displays are just arranged side by side, without any angle. Problem is, I have modified the config file, but it is creating the exact scene in both master and slave machine and not extending the scene.

here is the config file,
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nDisplay config file

This file demonstrates how to configure a simple powerwall based

on 3 PCs. Each PC manages 2 output displays aligned vertically.

Note:

Before use, make sure all settings correspond to your system.

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Config info

#********************************************************************

Config file header.

Properties:

version - Specifies the version of the configuration file (UE4.xx)

#********************************************************************
[info] version=“27”

#####################################################################

Cluster nodes

#********************************************************************

Cluster node is an application instance. It’s allowed to use

multiple instances on the same PC. Sometimes its necessary. Usually

application instances run on separate machines.

Properties:

id - Unique node name

addr - Network address (IPv4 only)

window - Window ID

Optional properties:

master - Specifies if current node is master; default is ‘false’

port_cs - Cluster Synchronization port (used by master node only); default is 41001.

port_ss - Swap Synchronization port (used by master node only); default is 41002.

port_ce - Cluster Events port (used by master node only); default is 41003.

sound - turns on/off sound for this application instance; default is ‘false’

#********************************************************************
[cluster_node] id=“node_1_left” addr=“192.168.1.1” window=“wnd_1_left” port_cs=41000 port_ss=41001 master=“true” sound=“true”
[cluster_node] id=“node_2_right” addr=“192.168.1.2” window=“wnd_2_right”

#####################################################################

Application windows

#********************************************************************

The window entity defines properties of the application’s game window.

Properties:

id - Unique window name

viewports - Array of viewports

Optional properties:

fullscreen - Fullscreen or windowed mode; default is false - windowed

winx - X location

winy - Y location

resx - Width

resy - Height

#********************************************************************
[window] id=“wnd_1_left” viewports=“vp_1_left” fullscreen=“false” WinX=“0” WinY=“0” ResX=“2560” ResY=“1440”
[window] id=“wnd_2_right” viewports=“vp_2_right” fullscreen=“false” WinX=“2560” WinY=“0” ResX=“2560” ResY=“1440”

#####################################################################

Viewports

#********************************************************************

Viewport is a rectangle area of game window where a frame is mapped.

Usually viewports start at 0:0 and have the same size as its parent

window (single viewport rendering). However, in some cases multiple

viewports required.

Properties:

id - Unique viewport name

x - X coordinate of viewport’s top left corner on a window

y - Y coordinate of viewport’s top left corner on a window

width - Width of viewport in pixels

height - Height of viewport in pixels

Optional properties:

camera - Cammera assigned to this viewport

#********************************************************************
[viewport] id=“vp_1_left” x=“0” y=“0” width=“2560” height=“1440” projection=“proj_simple_1_left”
[viewport] id=“vp_2_right” x=“0” y=“0” width=“2560” height=“1440” projection=“proj_simple_2_right”

#####################################################################

Projection policies

#********************************************************************

Projection policy is an abstraction which knows where to take an

projection input data and how to compute the output. This means

that each policy might have it’s own properties that it knows how

to interpret and utilize. There are several projection policies

available natively: simple, MPCDI and EasyBlend:

* Simple - This one is the native projection policy that can be fully

configured from the config file. All you need is to specify

a projection screen. Those who has been used the nDisplay

before are familiar with this policy already.

* MPCDI - This policy allows to use an industry standard for multi-

projector setups. It requires a special .mpcdi file that

contains all the data required for computations.

* EasyBlend - This policy is an implementation of the EasyBLend SDK

provided by Scalable Display Technologies. It requires

a bunch of special files that describe a multi-projector

system.

Properties:

id - Unique projection policy name

type - Projection policy type (custom types can be used)

#********************************************************************

Here is an example of simple projection policy. It requires to

specify projection screens only. Refer to specific demo configs

or documentation page to get more info about other projection policies.

[projection] id=“proj_simple_1_left” type=“simple” screen=“scr_1_left”
[projection] id=“proj_simple_2_right” type=“simple” screen=“scr_2_right”

#####################################################################

Projection screens

#********************************************************************

Projection screen is a rectangle which determines the camera frustum.

Usually the projection screen has the same dimensions as an output

display but in some cases it may differ. Used by simple projection

policy.

Properties:

id - unique projection screen name

loc - relative location to the parent component. Location is relative

to the VR root if no parent specified. The pivot is a screen’s

center and the values are in meters.

rot - relative rotation to the parent component. Rotation is relative

to the VR root if no parent specified. The pivot is a screen’s

center and the values are in degrees.

size - width (X) and height (Y) of the screen. Values are in meters.

Optional properties:

parent - ID of parent component in VR hierarchy; default is VR root.

tracker_id - ID of tracking device; no tracking by default.

tracker_ch - ID of tracking device’s channel; no tracking by default.

#********************************************************************
[screen] id=“scr_1_left” loc=“X=0,Y=0,Z=0” rot=“P=0,Y=0,R=0” size=“X=0.70,Y=0.40” parent=“display_1_left”
[screen] id=“scr_2_right” loc=“X=0,Y=0,Z=0” rot=“P=0,Y=0,R=0” size=“X=0.70,Y=0.40” parent=“display_2_right”

#####################################################################

Cameras

#********************************************************************

Camera is a predefined point frome where the stereoscopic view built.

It’s possible to define multiple cameras and swith the active one

during runtime. You’re free to attach any camera to a tracking device

for head tracking. Consider a camera as a viewer’s head.

Properties:

id - unique camera name

loc - relative location to the parent component. Location is relative

to the VR root if no parent specified.

rot - relative rotation to the parent component. Rotation is relative

to the VR root if no parent specified.

Optional properties:

parent - ID of parent component in VR hierarchy; default is VR root.

tracker_id - ID of tracking device; no tracking by default.

tracker_ch - ID of tracking device’s channel; no tracking by default.

eye_swap - Swap eyes for this camera in stereo mode; default is ‘false’

eye_dist - interoccular distance in meters for stereo/force_offset modes.

Default is 0.064.

force_offset - Force monoscopic camera to behave like a left/right eye

of a stereoscopic camera. Eye_offset is applicable in this case.

#********************************************************************
[camera] id=“camera_static” loc=“X=0,Y=0,Z=0” parent=“socket_cam” eye_swap=“false” eye_dist=“0.064” force_offset=“0”

#####################################################################

Scene nodes (hierarchy transforms)

#********************************************************************

Scene node is an actor component which is basically a transformation

matrix. Scene nodes can be helpful to build a component hierarchy, to

define some special places (like a socket) within VR space.

It might be difficult to understand what VR space origin is. Consider

it as a point in space where VR space starts. Any componenent listed

in this config file is relative to its parent or this origin.

Properties:

id - unique scene node name

loc - relative location to the parent component. Location is relative

to the VR root if no parent specified.

rot - relative rotation to the parent component. Rotation is relative

to the VR root if no parent specified.

Optional properties:

parent - ID of parent component in VR hierarchy; default is VR root.

tracker_id - ID of tracking device; no tracking by default.

tracker_ch - ID of tracking device’s channel; no tracking by default.

#********************************************************************
[scene_node] id=“cave_origin” loc=“X=0,Y=0,Z=0” rot=“P=0,Y=0,R=0”
[scene_node] id=“eye_level” loc=“X=0,Y=0,Z=0” rot=“P=0,Y=0,R=0” parent=“cave_origin”

[scene_node] id=“column_left” loc=“X=1,Y=-0.355,Z=0” rot=“P=0,Y=0,R=0” parent=“eye_level”
[screen_node] id=“display_1_left” loc=“X=0,Y=0,Z=-0.205” rot=“P=0,Y=0,R=0” parent = “column_left”

[scene_node] id=“angle_right” loc=“X=1,Y=0.355, Z=0” rot=“P=0,Y=0,R=0” parent=“eye_level”
[scene_node] id=“column_right” loc=“X=0,Y=0.355,Z=0” rot=“P=0,Y=0,R=0” parent=“angle_right”
[screen_node] id=“display_2_right” loc=“X=0,Y=0,Z=0.205” rot=“P=0,Y=0,R=0” parent = “column_right”

[scene_node] id=“socket_cam” loc=“X=0,Y=0,Z=0” rot=“P=0,Y=0,R=0” parent=“eye_level”
[scene_node] id=“wand” loc=“X=0,Y=0,Z=1”

#####################################################################

List of input devices

#********************************************************************

Input devices are VRPN devices. The nDisplay supports the following

types: analog, button and tracker. Many of physical input devices

can be connected via VRPN.

Properties:

id - nique device name

type - VRPN type (analog, button or tracker).

addr - address of a VRPN server which handles this particular device.

The value must match the following format: DEVICENAME@SERVER_ADDRESS

where DEVICENAME is a VRPN name of this device and SERVER_ADDRESS

is IPv4 address of VRPN server.

loc - relative location to the parent component. Location is relative

to the VR root if no parent specified.

rot - relative rotation to the parent component. Rotation is relative

to the VR root if no parent specified.

front (tracker only) - mapping of a tracking system axis to X axis of VR origin

right (tracker only) - mapping of a tracking system axis to Y axis of VR origin

up (tracker only) - mapping of a tracking system axis to Z axis of VR origin

* The following values are allowed for axes mapping: X, -X, Y, -Y, Z, -Z

Optional properties:

remap - VRPN device channel remapping. Value format is: “from0:to0,from1:to1,…,fromN:toN”.

For example: remap=“0:3,1:4,5:2”

#********************************************************************
[input] id=“MAxis” type=“analog” addr="Mouse0@127.0.0.1"
[input] id=“MButtons” type=“buttons” addr="Mouse0@127.0.0.1"
[input] id=“KButtons” type=“buttons” addr="Keyboard0@127.0.0.1"

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General settings

#********************************************************************

Properties:

swap_sync_policy - swap synchronization policy

- 0 - no synchronization

- 1 - software swap synchronization

- 2 - NV swap lock (Nvidia cards only, OpenGL only)

[general] swap_sync_policy=“1”

#####################################################################

Network settings

#********************************************************************

Optional properties:

cln_conn_tries_amount - how many times a client tries to connect to a server; default is 10

cln_conn_retry_delay - delay before next client connection try (milliseconds); default is 1000

game_start_timeout - timeout before all data is loaded and game started (milliseconds); default is 30000

barrier_wait_timeout - barrier timeout for both game and render threads (milliseconds); default is 5000

[network] cln_conn_tries_amount=“10” cln_conn_retry_delay=“1000” game_start_timeout=“30000” barrier_wait_timeout=“5000”

#####################################################################

Custom arguments

#********************************************************************

Any custom arguments available in runtime can be specified here.

Format: ARG_NAME=“ARG_VAL”

[custom] SampleArg1=“SampleVal1” SampleArg2=“SampleVal2”