RENNSPORT

RENNSPORT

WOO_78 Sep 27, 2024 @ 5:38am
triple monitor support
Will you support triple monitor setup?
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Showing 1-13 of 13 comments
Tim Ireland Sep 27, 2024 @ 6:39am 
Nothing soon.
UE doesnt natively support tripple screens so it requires writing a bunch of new code which would effectively lock the game into that version of the engine.
WOO_78 Sep 27, 2024 @ 7:29pm 
I don't understand. ACC is supported.
Tim Ireland Sep 28, 2024 @ 5:03am 
Originally posted by WOO_296:
I don't understand. ACC is supported.
Because they wrote their own code for it and thats why they cant update to a newer version of UE.
sebo Oct 4, 2024 @ 11:08pm 
seriously? lost interest if this doesn't have true triple screen support.. in 3 months Assetto Corsa Evo launches and I could now care less about this game. Who is this game being made for exactly, Logitech g920 players that play in a 65 inch TV? just about every sim have triple support.. even Euro truck simulator, which really isn't even a car sim, supports it.. and last i remember, ACC might of tweaked the engine a bit, but UE has native multi-view port support builtin..

this should of stayed over at epic.
solingen Oct 6, 2024 @ 7:25pm 
I run this on triples, and it works great. If your Nvidia already melted, use AMD Eyefinity. Quad is a different story...
sebo Oct 6, 2024 @ 7:46pm 
Originally posted by solingen:
I run this on triples, and it works great. If your Nvidia already melted, use AMD Eyefinity. Quad is a different story...
that isn't triple screen".. what you have is a stretched image across the three screens.

"triple screen" is each monitor rendered independently on its own viewport from the GPU.. plus the addition of a bunch of options where you usually can tweak things like bezel correction, monitor tilt. angles, viewing distance, etc.. this is how just about every real "sim" out there works..
Berno Dec 16, 2024 @ 11:32am 
Originally posted by Tim Ireland:
Nothing soon.
UE doesnt natively support tripple screens so it requires writing a bunch of new code which would effectively lock the game into that version of the engine.

This is completely wrong UE has a plugin called nDisplay that lets you project the game on any multi monitor setup. I have built a small racing game project myself in UE working on my triple screens.
micAailes Dec 17, 2024 @ 10:09am 
need it !!!
Berno Dec 18, 2024 @ 5:31pm 
UE5 running on triple screen using nDisplay:
https://youtu.be/-25pM8NKM5Y?si=n--ZiEZhd7cK0b11
Originally posted by Berno:
UE5 running on triple screen using nDisplay:
https://youtu.be/-25pM8NKM5Y?si=n--ZiEZhd7cK0b11
Its possible using nDisplay, yes, but from our testing you are essentially run 3 instances of the game. Which is fine on something with low demand but not on Rennsport.
Berno Jan 1 @ 4:02pm 
Originally posted by Tim Ireland:
Originally posted by Berno:
UE5 running on triple screen using nDisplay:
https://youtu.be/-25pM8NKM5Y?si=n--ZiEZhd7cK0b11
Its possible using nDisplay, yes, but from our testing you are essentially run 3 instances of the game. Which is fine on something with low demand but not on Rennsport.

nDisplay can be setup to use one instance per screen or multiple screens per instance on a computer. In that example video I am just running a single instance. 1 cluster node = 1 instance.

https://dev.epicgames.com/documentation/en-us/unreal-engine/ndisplay-overview-for-unreal-engine

Option 1.
One application instance and host computer per display device.
This is the most straightforward way to set up a host for nDisplay. For each projector or physical display device you need, you set up one computer to handle rendering to that device. On that computer, you run one instance of Unreal Engine running your project. Typically, in this scenario, you'll set up that application instance to render a single view of the 3D scene into a single viewport.

Option 2.
One application instance and host computer per multiple display devices.
With this option, you run a single instance of Unreal Engine per computer, but you set it up to render multiple views of the scene's 3D space. Using the Output Mapping tool, these separate viewports are then mapped into different areas of a large 2D canvas, referred to as the application window.
Originally posted by Berno:
Originally posted by Tim Ireland:
Its possible using nDisplay, yes, but from our testing you are essentially run 3 instances of the game. Which is fine on something with low demand but not on Rennsport.

nDisplay can be setup to use one instance per screen or multiple screens per instance on a computer. In that example video I am just running a single instance. 1 cluster node = 1 instance.

https://dev.epicgames.com/documentation/en-us/unreal-engine/ndisplay-overview-for-unreal-engine

Option 1.
One application instance and host computer per display device.
This is the most straightforward way to set up a host for nDisplay. For each projector or physical display device you need, you set up one computer to handle rendering to that device. On that computer, you run one instance of Unreal Engine running your project. Typically, in this scenario, you'll set up that application instance to render a single view of the 3D scene into a single viewport.

Option 2.
One application instance and host computer per multiple display devices.
With this option, you run a single instance of Unreal Engine per computer, but you set it up to render multiple views of the scene's 3D space. Using the Output Mapping tool, these separate viewports are then mapped into different areas of a large 2D canvas, referred to as the application window.

From what I know from the Devs, yes it can be set to use one instance, but it comes with some restriction that we don't feel are acceptable such as having to have the left most display set as your main monitor, it having no option to realign the views vertically (to account for monitor setup) and you having to have all 3 displays be the same resolution.
Last edited by Tim Ireland; Jan 2 @ 2:51am
Berno Jan 2 @ 4:07pm 
Originally posted by Tim Ireland:
From what I know from the Devs, yes it can be set to use one instance, but it comes with some restriction that we don't feel are acceptable such as having to have the left most display set as your main monitor, it having no option to realign the views vertically (to account for monitor setup) and you having to have all 3 displays be the same resolution.

Well all I can say is that from my experience in building a practical working example I haven't encountered any of these limitations. You can align the views anywhere in 3D space at any resolution. I would say the fact that all the big Hollywood virtual production stages are correctly mapping hundreds of LEDs using UE5 and nDisplay is proof enough of that.
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