Hi,
We have a (gentoo) linux CAVE here in Sydney (UTS Data Arena) and are definitely interested in this too. Especially working with the Houdini Engine. Presently we run Equalizer & Omegalib & OSG to perform parallel graphics. Hmm was it written somewhere in the rel notes there is a “working linux version”. Yes, the docs (URL above) seem to only mention Windows. From a brief look at the header files it appears that you need to start the server and clients yourself, and then they talk to each other and keep sync over a port.
*/UnrealEngine/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Private/Network $ umm .h
./Service/ClusterSync/DisplayClusterClusterSyncClient.h
./Service/ClusterSync/DisplayClusterClusterSyncService.h
./Service/ClusterSync/DisplayClusterClusterSyncMsg.h
./Service/DisplayClusterService.h
./Service/SwapSync/DisplayClusterSwapSyncService.h
./Service/SwapSync/DisplayClusterSwapSyncMsg.h
./Service/SwapSync/DisplayClusterSwapSyncClient.h
./DisplayClusterSocketOps.h
./DisplayClusterServer.h
./DisplayClusterSession.h
./DisplayClusterMessage.h
./DisplayClusterTcpListener.h
./IDisplayClusterSessionListener.h
./Protocol/IPDisplayClusterClusterSyncProtocol.h
./Protocol/IPDisplayClusterSwapSyncProtocol.h
./DisplayClusterClient.h
Also, it seems a mistake to put VRPN is under the “nDisplay/ThirdParty” directory - I would have expected it to be independent, in it’s own directory. It’s not really related to multiple displays as such. It’s about I/O - Will it be moved later?
Also, pleased to see “topBottom” format, which is the stereoscopic format we prefer (though we’re active stereo). hope this would work as imagined.
*/UnrealEngine/Engine/Plugins/Runtime/nDisplay/Source/DisplayCluster/Private/Render/Devices/TopBottom/DisplayClusterDeviceTopBotto
m.cpp
Will be watching for updates.
cheers,
ben.
PS. “umm” is a local linux alias to find(1) files recursively