nDisplay crashing on initiating Launcher

Using the nDisplay project file provided by Ben Kidd, trying to run 1 display on 1 PC. I have Launcher and Listener running. Have VRPN-openVR running for Vive tracker, have SteamVR running and trackers connected to project. Plugins enabled for steam and nDisplay in project settings.

I used the config file for 1 computer 1 screen provided as a template, simply adjusted some values. (Its not actually called configFile, that’s just what I named the copy I made in notepad)
link text

nDisplay runs, a small black window opens on my screen behind Launcher, and then it crashes the instance of Unreal Engine. At a loss now so need help.

Here’s the actions running in the Launcher before it crashes:
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1 view of this Q in 3 hours? Come on, community! Help a guy out!

Here are some config file questions for a 1 computer to 1 projection setup:

  1. the [window] defines the the size on my computer screen and how much is going to be projected correct?

  2. the [viewport], in this case, is simple the same size because it’s projecting onto a flat (simple) screen?

3)[projection] can be defined as simple then. and I assigned a screen=scr_1 in my case

4)[screen] is the physical size of the screen where the UE4 projection will show? In my case, the size in Meters of my 2nd reference monitor beside ,e and whatever rotation it has. it’s given a parent, display_1

(side Qt: my connection to the reference monitor is on an HDMI cable, how does nDisplay know which monitor to send this stuff to? where am I defining which monitor my computer is connected to is the one for the projection?

  1. [camera] is just copy paste from template, but is there a difference between camera_static and camera_dynamic? I recall the white pages saying I think that the UE4 blueprint for nDisplay sort of makes it irrelevant, but would like to know which is proper for a tracker on a camera in this workflow.
    Also, I’ve seen tracker info put here but usually in the [inputs]. a reason for that?

  2. [scene_node], this defines in space where all these screens are from one another, in my case its very simple I would think.
    so I have cave origin at 0,0,0
    eye_level is simply the distance off the floor level with my reference monitor’s center pivot point, correct? (this differs from my above post for this test)
    and my display_1 (referenced earlier ) x=1.21, y=0,z=0, and is a child of eye level

  3. general settings, [general] swap sync policy, I dont know what to put here. 0 because I’m only on one computer projecting 1 image? When would I need to use 1 or 2? it’s not described in the documentation.

Anyone out there who can clarify if I have defined these parameters accurately?

This is the last lines from the crash log if that helps.
Bueller… Bueller

........
[2020.08.30-09.04.02:353][  0]LogConsoleManager: Warning: Setting the console variable 'r.VSync' with 'SetByGameSetting' was ignored as it is lower priority than the previous 'SetByCode'. Value remains '0'
[2020.08.30-09.04.02:355][  0]LogSlate: Updating window title bar state: overlay mode, drag disabled, window buttons hidden, title bar hidden
[2020.08.30-09.04.02:356][  0]LogInit: Display: Game Engine Initialized.
[2020.08.30-09.04.02:387][  0]LogInit: Display: Starting Game.
[2020.08.30-09.04.02:387][  0]LogNet: Browse: /Game/Maps/Main?Name=Player
[2020.08.30-09.04.02:387][  0]LogDisplayClusterModule: Stopping game...

We were having crashes with nDisplay launcher. Isolated it to SteamVR. Uninstalled SteamVR and the launcher didn’t crash anymore.