Multi-projector dome projection solutions

Hi guys,

We’ve developed a simulator for a customer of ours. The plan is to use a Spherical projection setup with multiple channels/outputs. At the moment we are using multiple channel outputs from 1 unity client. This works fine besides the fact that multiple outputs from 1 client compromises the performance. So we’r thinking about using multiple unity clients for a different setup.

Questions we have :

  • Is Unity3D suitable for multi projection dome with approximately 9 channels, this requires synchronization between multiple instances of Unity running on separate machines. Maybe a server-client or multi-player setup can be used?
  • What impact does a server-client or multiplayer environment have on physics and is it possible to keep the display output synchronized?
  • Is it possible for each client to have their own viewing angle?
  • Does Unity support CiGi (common image generator interface)?

Hope to here from anyone soon!

Without thinking any further, my guess would be to go for a localnetwork solution - perhaps dividable onto a few machines instead of one pr. projection as you might have enough power in a modern machine for 2-3 views. (ofcause thats up to your budgets and requirements)

I’ve seen this done with renderfarms for 3D Max, Lightwave etc, where they have a single “server instance” that you use for controlling and the others are simple renderslaves that receives commands/orders of what to render now.

That ought to be the easiest setup unless you also have some advanced stuff moving around from one view to another. But I would still leave the job to one master and then have intelligent clients syncing with the master.

IF there is a lag issue, then the master could yield/wait for a few mill. to make sure that every client is ready for next frame?