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Request for comments on our 3D display use of Unity
Background: We have built a true 3D display. No glasses nor gadgets to wear and you see 3D just like you do in nature. We’ve had this technology for several years. It works.
We use 22 projectors; each projector displays a different “slice” of a 3D scene. (It’s horizontal parallax)
The screen has special reflective properties such that as you move your eyes (or your head) around you’ll see a true 3D scene, just as you would in nature.
Each projector projects a 1280X800 image. Each projector uses a distortion correcting shader that we create in HLSL. We can explore a 500MB model at approximately 40-60 FPS using SharpDX (a wrapper on DirectX 11)
Current Need: We need to drive all the projectors from Unity. Game engines with their ever-increasing applications and improving image quality are the way to go. Reading the Unity documentation: https://docs.unity3d.com/Manual/MultiDisplay.html, we see the following constraint:
“Multi-display You can use multi-display to display up to eight different Camera views of your application on up to eight different monitors at the same time. You can use this for setups such as PC games, arcade game machines, or public display installations.
Since each projector displays one scene or one slice of a 3D scene and since we need 22 scenes at once, it appears that we can’t use Unity.
However, it appears that one instance of Unity uses one GPU. We have four GPUs, what if we ran four instances of Unity? (Each GPU is very high end, with six monitor ports.)
Answer by Bunny83 · Dec 14, 2021 at 11:23 PM
You can use command line options to select a certain GPU (-force-device-index).
With an I9 processor, 4 high end GPUs each with 32 GB, do you think we'll experience any problems? I've read where Unity doesn't support multiple instances.
With an I9 processor, 4 high end GPUs each with 32 GB, do you think we'll experience any problems? I've read where Unity doesn't support multiple instances?