jonlab / NewAtlantis

http://www.newatlantis.world/
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Special immersive versions #26

Open jonlab opened 8 years ago

jonlab commented 8 years ago

Oculus Rift, dome screen, 360 panoramic screen...

jonlab commented 8 years ago

The idea to implement this is that : -it should not use the same Network APIs than the NA synchronization (I am thinking about multi-computer cluster rendering). -maybe this could be implemented as a standard NACamera script, that would take care of all the sub-cameras if needed. And we would need to build special versions of the viewer for all the particular cases. Anyway an Oculus 3rd person camera makes no sense (the Oculus version would have only an Oculus 1st Person camera).

benchang02 commented 8 years ago

Putting off clustering for now because of the networking.
I tried a simple 3-screen setup on one computer. This has 3 cameras (front, right, and left), which render to the front, right, and left walls of the CAVE.

In this mode we don't do stereo, but we can do head tracking which still produces a very effective immersive effect.

We just make the viewport a 3x 1920x1080 window (5760x1080), and give each camera 1/3 of the width for its render area; then put the computer into a 5760x1080 resolution mode (in our case, using NVIDIA Surround on a GTX card). I got an error from one of the NA scripts that it couldn't find a full screen camera. I put all three cameras on the MainViewer game object, but got an error from one of the NA scripts that "a fullscreen camera was not found." Where's the right place to add these?