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Is it possible to the full size when in side-by-side mode? #13
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If you want for example 1920x1080 per eye resolution in SbS then just set 3840x1080 resolution with "SbS HMD" output method and your projector should understand this format and split it to 1920 per eye. |
Or do you mean two cables output - one cable per eye |
Thank you for your response. I am using two cables and have set up two projectors to 3840x1080 using NVIDIA Surround. In "SbS", the screen size becomes 3840x1080, but the 3D objects are halved in size. With "SbS HMD", the 3D objects don't fit on the screen at all. From what you're saying, it seems that using "SbS HMD" is the correct approach, so I'll experiment with it a bit more. |
I guess you set 3840x1080 for one projector(but how you using a second projector and which image go by second cable?) and both left-right images go by one cable as on screenshots above but with "SBS" you have correct S3D vision but the cube is squeezed and with "SBS HMD" you have correct proportions of cube in S3D vision but not correct position for eyes.
Ok I'll add these output methods soon. |
I added "SideBySide Full" so you can try it. And don't forget to enable "Optimize" checkmark for performance due in 3840x1080 screen resolution left and right camera also will render to target texture with 3840x1080 resolution each but with "Optimize" target texture resolution will be 1920x1080 each left and right. |
I added also "Two Cables" so you can try it. |
Thank you. The 'SideBySide Full' feature worked well. As for the 'Two Cables' function, it is something I am looking for, but the app window only appears on one monitor and it doesn't work properly. I think it's because I'm not very familiar with Unity, but I'll do some more research on it. |
Second display should show image only when you select "Two Cables" output method as only in this mode main camera is disabled and left camera become output to Display1 and right camera to Display2 so if you setup two displays in Windows video driver then this should work. If not working in Unity editor then build a project and try it in Unity Player. |
Hi @Vital-Volkov, For the "Two Cables" mode to work in build mode, you should activate the required displays manually: https://docs.unity3d.com/Manual/MultiDisplay.html |
Hi @ebadier, |
I have confirmed that 'Two Cables' is also working properly. Is it possible to select the display on which it will be projected? |
Sure it's possible just find in Stereo3D.cs the lines:
and change the numbers as you need for example:
But why do you need this? Do you have more than 2 displays connected? But if you have only 2 connections, don't forget about the "Swap Left-Right View" option to change which one is Left-Right. |
Thank you. There are times during an event presentation when this software is used in parallel with another software (such as StereoMovie Player FF) for playing 3D videos, where a laptop for operation is connected to two projectors. The laptop for the operator becomes Display 1, so I wanted to output to the other two displays. |
Ok I added display selection staticTooltip for Method.Two_Displays and GUIAsOverlay support(except for HDRP till) for Method.Two_Displays. |
The width is halved when in side-by-side mode, is there any way to avoid halving the width? Under normal circumstances, side-by-side half is fine, but when displaying on a projector, etc., it would be preferable if it could be displayed in full size.
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