Open SeanJD opened 7 years ago
Hi @SeanJD , I know it's been a year since you posted that, but I've been trying to understand how to fix the 'jitter' issue as well lately, and hope you can help me. Did you succeed when you were working on it ?
Hi @ptiengou No I didn't figure it out in the end, but didn't spend much longer looking into it. I'm sure there's a solution to it though. What version of the engine are you using? I'm not sure what you're trying to achieve but there's a new (experimental) feature in 4.20 called display which allows you to output the same scene across multiple displays via networked instances. Not sure if it fits your use case but have a look at https://docs.unrealengine.com/en-us/Engine/Rendering/Rendering-to-Multiple-Displays-with-nDisplay
I'm working with 4.18.3 for now. My objective is to display multiple cameras on different monitors. I can deal with the drops in frame rate with a more powerful computer/GPU but if quality is altered it's a real problem for my project... Anyway thanks for answering @SeanJD I'll have a look at that feature, though I'd obviously prefer something not experimental... Hopefully UE will keep going towards multiple monitors !
Hi Chaosgrid, firstly - Thanks for this! - I've been using it this afternoon and kind dissected it so I understand what's going on and implemented my own to a point.
The only thing is... I know you've listed this as a known issue but do you know what's causing the 'jitter' when using this method? Is it because motion blur's disabled and it normally smooths out the jitter? Any ideas where to start when fixing it? It could be a really useful tool for multi-window support but the rendering issues are letting it down. I'm keen to look into fixing it but was wondering if you had already looked or knew where to start?
Thanks