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Unity Resolution Limit
What is the maximum resolution Unity supports? I have a series of very large screens and Unity will not run full screen on some of them. I made a simple scene with some items in it and a script that allows me to dynamically resize the window with key commands for testing.
Display 1 - 8160x2304 Unity runs fine, full screen and everything, 0 issues.
Display 2 - 24480x768 Unity stops working once I push the resolution beyond 16320x768
There is another display under construction that will be even bigger (34560x7680) and I am trying to determine what sort of solution I can use to run Unity projects on it.
Thank you
If it helps- the first and second displays are both powered by Nvidia GeForce titans and have no issues running other software at their full screen resolutions. As mentioned in the initial question I run into issues trying to push unity beyond 16320x768, it creates a black box over the additional window space beyond that size.
If there is additional information that I can provide that would help please let me know.
The specific error is as follows: RenderTexture.Create failed: requested size is too large.
Unity apparently does have software limitations on maximum resolution.
Answer by Static-Dynamo · Apr 16, 2016 at 08:33 AM
So, just gonna keep checking back. I've dug up multiple sources from here and the forums that states that Unity has no maximum resolution and is only bound by the hardware. But these posts are 3-6 years old. Also my own testing, as mentioned in the earlier comments seems to show that this is, in fact, not the case. Has something possibly changed since those earlier comments? My hardware has no issue providing the power for the number of pixels, as evidenced by my tests on display 1. But again unity breaks when pushing beyond about 16k width.
Well, you should file a bug report about that. I doubt that you'll find a lot people in the community that can reproduce your issue ^^ (even the Unity staff will have their problems i guess).
I doubt Unity implemented an artificial limit, but we can't be sure about that without an official statement of UT. It might have a technical reason for the limitation. As history has proven several times: software as well as hardware architects mispredict the evolution of their technology on a regular basis ^^.
Quick Question: why do you have approx. 19 monitors @ 1280x768, side by side?
:) That's what i ment with my comment, it's often hard to imagine what you actually can do with our current technology.
I could imagine them as a backdrop for a stage or as a 360 view circle. Unity is a general purpose engine. There are many applications outside the games world. I remember there was an insitute that build an augmented reality room with 5 projectors one for each side which projected from the outside onto the thin walls. This was also done with Unity as far as i remember ^^.
@Greymouth - Because I work in a Laboratory in a university that develops massive displays as well as data visualizations in 3d and other work.
We have used unity successfully for visualizing time steps of biological data in 3d as well as other applications on smaller displays and are now scaling up and creating similar visualizations utilizing 3d, body/head tracking and holographic displays.
Our newest builds include 360 degree displays, one which does so as a single screen and the next one which is under construction will do so with a double stack of portrait oriented OLEDs resulting in a 320 degree display that contains 32 4k displays and pushes a resolution of about 34560x7680 as mentioned in my original question.
@Static-Dynamo: I'm still having this problem. Actual cap is 2e16 or 16384 pixels across for me. 2x Bytes. Anyone able to update this variable to 3+ bytes? For a use case, I'm using 4x 8$$anonymous$$ monitors side by side in portrait mode. I'd do the whole 16$$anonymous$$ thing, but it's better to view stuff if the monitors are perpendicular to my line of sight, and bending a square arrangement in both axes... doesn't work.
Answer by Sea_Fog · Dec 01, 2017 at 08:23 AM
@Static-Dynamo What was the resolution of this (no pun intended)? I'm working to replace a dome system run by a [really old] traditional setup.
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