I’d like to design a sim that will have a very wide field of view displayed across multiple screens. I searched here and in the docs and I read that this capability was reported to have been added to Unity 1.5, but haven’t found anything in the docs that explains how to access this feature.
I haven’t dealt with these systems before, but from what I’ve read it looks like this is something handled by the video card’s driver, yes?
Hmmm… Wouldn’t this be very difficult to keep in perfect sync? Has anyone actually gotten this to work with a Unity player? If so, how many machines were used, displaying on how many displays?
They have an installation with 4 screens. 2 Unity players. One running on a huge plasma screen, another on a touchscreen and 2 Flash players with touchscreen, for selecting different visualizations. Looked really really cool, with some of the most amazing 3D graphs and globe visualizations i’ve ever seen.
It’s a bit different from your problem though. The different players really did different tasks and simply were kept in sync through some .NET sockets.
Yes. Thats handled by the video card driver. If it works depends on the card and setup. So before you buy an extremely expensive setup, i’d try it.
Now that you mention it, I do remember reading about that project.
Imagine a 210 degree view of an FPS and you’ll get some idea of what we will need to do.
I just did some quick calculations and to do this properly we’d need to use (at a minimum) 6 screens. I haven’t found any devices that will support this number of screens, especially for something as graphics intensive as a real-time 3D sim.
It’ll be sort of hard to be able to test this before buying it. Nobody locally sells anything like this and I doubt if any of the manufacturers would “lend” me a card to test it…
The ability to set a camera to render to a specific display would be awesome. And for scripts, an array of displays available (Screen.allScreens?) could be awesome.
would need distinct contextes running, 1 per graphic card.
This is not really efficient as all 3D data must be dublicated etc.
Are you sure you require the very same data on both+ screens and can not do it by running multiple clients that for example communicate with each other through the networking or alike?
If multiple screen outs are not possible, then what about using two Matrox Triplehead2go cards and rendering each single view (say 1024768) side by side in one large render window of 5120768.
This will then be split by the Triplehead2go’s into the individual projector outputs.
Remember I’ve barely used Unity and am assuming this terminology applies.