We want to render textures, shared by other application, in frame sequential stereoscopic 3d
StereoPassIndex
StereoPassIndex is always 1 in UE5.x
In detail:
We successfully used
to modify a material in the material graph based on the left/right eye in a stereo setup in UE 4.27, and found multiple sources that do the same thing. We could not get this to work in UE 5.3 or 5.5, but found no posts or reports that mention any change in the behavior of this property. Other stereo techniques such as different view frusta in ndisplay bassed on left/right eye are working as expected, in multiple stereo approaches (side-by-side, frame-sequential).
This was tested on a PC with a nvidia RTX 6000 with the driver version 581.42 installed.
We hope there is a logic and resolvable reason we couldn’t find yet or somebody can point us to a different solution.
Thank you, Daniel
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Hello Daniel,
Indeed, this infrastructure has undergone a lot of changes since 4.27, and access to this value is not supported at this moment, so we don’t have a quick fix for the time being. However, we understand the need to expose some rendering specific items to address stereo needs and will be looking into that a bit later, I can’t promise yet but maybe that’s something for 5.8 to look into and that could be backported to older version. I will keep you updated in a few weeks.
thanks for bringing this up
vitalii
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Thank you for the insights Vitalii! It is good to know with certainty that is it an issue with the engine and not only us missing something. Could you suggest an alternative solution?
We want to render two different textures alternating (left and right eye). The images are input to Unreal e.g. via spout and should be rendered frame sequential.
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Daniel,
To substitute the image in frame sequential stereo output, you would need to intervene in the rendering pipeline.
You can check out FDisplayClusterDeviceBase::RenderTexture_RenderThread code, where all the final copying into the back buffer happens.
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Hi Vitalli,
I am taking over for Daniel.
We did some further digging into this and we were able to get it to run in 5.3 and 5.7. My colleague had step-by-step guides generated for both version. Maybe this can help to restore this feature in a future UE release.
I was able to apply those changes to the engine source and build a working test-game with a stereo-material as described in https://www.dariomazzanti.com/blog/stereoscopic\-3d\-inside\-stereoscopic\-3d\-unreal/
UE Stereo Mat Fix Guide
I hope this link works, there should be two .md files in there, for 5.3 and 5.7
best,
Manuel
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Thank you, Manuel.
We will take a look if that’s something we can incorporate without breaking functionality
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