180 Degree FoV - Triple Screen Support

[h=2]The previous thread was closed, so re-opening a new thread as this has still not been implemented, and was one of the original goals. An important feature that is missing. Please add you +1 comment to let FD know you would like this implemented ASAP.

The mystery of multi-view and triple screen support[/h]
Despite it being one of the original goals triple screen support was not implemented yet - it's a great mystery why it hasn't been done yet considering it is one of the most beneficial features for any simulator. With your support it will hopefully change - please leave a comment why do you think triple screen support would be awesome and add +1 to show the devs there is interest and it's worth looking into it.

The whole implementation is very simple and ED already have all the prerequisites so it's just about adding few lines of code. if you have a multi-screen setup or thinking about it it will change your life.

The goal is to have 3 rendered views (one for each screen if you have a monitors and if you have projectors 3 views is good number for almost any common configuration).

What ED already have:
* Stereo support for SBS 3D >>> this is the main thing that's necessary to be able to render more than one view.
* Camera suite: this is the second most important feature - to be able to position and rotate camera
* FOV adjustment: important for matching the game view to your real field of view

so all it needs to be done is to keep one view as center and add one more side view, set separation to zero and rotate left and right view lot more than it is for SBS 3D.

it can be as simple as this:

Configuration with 3 identical monitors each with its own camera'
Viewports =
{
Left =
{
x = 0;
y = 0;
width = screen.width / 3;
height = screen.height;
viewDx = -1;
viewDy = 0;
aspect = screen.aspect / 3;
},

Center =
{
x = screen.width / 3;
y = 0;
width = screen.width / 3;
height = screen.height;
viewDx = 0;
viewDy = 0;
aspect = screen.aspect / 3;
},

Right =
{
x = screen.width * 2 / 3;
y = 0;
width = screen.width / 3;
height = screen.height;
viewDx = 1;
viewDy = 0;
aspect = screen.aspect / 3;
}
}​
 
+1 here. and I can offer help with utilizing the present camera system (all the pieces are already there - all it's missing is one config file) :)
 
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