Clickable Multi-Screen Set-Up on mulitple Render-Mashines
Posted: 07 Oct 2021, 16:58
Hello dear Ventuzians,
We are planning an Installation for the next Trade Fair. It should have an exciting multiple Screens-Set-Up like this one from the last IAA but much bigger in Screen/Pixel Scale. We will go with LED-Walls and mounted Touch-Overlays for the Installation. So all of the LED-Screens should be interactive via Finger-touch.
The Content on the different Screens are completly different from each other. So it is not just one big Renderoutput over multiple Screens like you would see on a LED-Wall Virtual-Production-Set. But the Content is interactive connected with each other. So if I press the "Home-Button" on one Screen all Screen will go to "Home".
Im coming from a Unreal/VVVV Background and never had the pleasure to work with Ventuz (But I watched some Tutorials) because I hope Ventuz can help us with the technical difficulties we have on this Project.
I already had tested three Prototypes in VVVV and Unreal and I have some serios Problems:
The 3D-Renderer of VVVV is pretty weak and it is very timeconsuming to get High-End visual quality required for the Automotive Industry. But VVVV it is very straight forward to implement the interactivity for 3D-Objects on multimple Screens which are run by multiple Render-Mashines via VVVV-Boygrouping.
Unreal is the other side of VVVV. It is very fast to get High-End-Visuals but it is nearly impossible to make 3D-Objects interactive clickable on multple Screens run by multple Render-Mashines via Unreal-nDisplay. nDisplay outputs just one Content-Image from one Scene which is just so called "Rendertarget". This means it is just a Texture and you can't click the 3D Objects on the Texture because it is not the real "3D Scene with Objects" but just an updated Runtime-Texture.
Then I tried to do it with the Multiplayer-System of Unreal. There you can just start multiple Instances of the same Application and place the right Application in Fullscreen on the correct Screen. Which works really great and because it is a real 3D Viewport with "3D Scene with Objects" it is easy to make Objects clickable and interactive. But with the Multiplaye-System of Unreal comes a big lost in productivity. Because Unreal uses the Server-Client-Method to communicate between the different Clients you have always to code much more to make Objects update on the Server and the Clients. You have to replicate Variables and make RPC Events to the Server which is much cumbersome than with Boygrouping in VVVV.
So dear Ventuzians my Question is:
How would you do this in Ventuz? How can you do a multiple Screen-Set-Up which is interactive clickable and run by multiple Render-Mashines which shows different Content by still connected interactive together? Is Ventuz the best tool for this Project?
Best Regards Anton
Thank you for your answers
We are planning an Installation for the next Trade Fair. It should have an exciting multiple Screens-Set-Up like this one from the last IAA but much bigger in Screen/Pixel Scale. We will go with LED-Walls and mounted Touch-Overlays for the Installation. So all of the LED-Screens should be interactive via Finger-touch.
The Content on the different Screens are completly different from each other. So it is not just one big Renderoutput over multiple Screens like you would see on a LED-Wall Virtual-Production-Set. But the Content is interactive connected with each other. So if I press the "Home-Button" on one Screen all Screen will go to "Home".
Im coming from a Unreal/VVVV Background and never had the pleasure to work with Ventuz (But I watched some Tutorials) because I hope Ventuz can help us with the technical difficulties we have on this Project.
I already had tested three Prototypes in VVVV and Unreal and I have some serios Problems:
The 3D-Renderer of VVVV is pretty weak and it is very timeconsuming to get High-End visual quality required for the Automotive Industry. But VVVV it is very straight forward to implement the interactivity for 3D-Objects on multimple Screens which are run by multiple Render-Mashines via VVVV-Boygrouping.
Unreal is the other side of VVVV. It is very fast to get High-End-Visuals but it is nearly impossible to make 3D-Objects interactive clickable on multple Screens run by multple Render-Mashines via Unreal-nDisplay. nDisplay outputs just one Content-Image from one Scene which is just so called "Rendertarget". This means it is just a Texture and you can't click the 3D Objects on the Texture because it is not the real "3D Scene with Objects" but just an updated Runtime-Texture.
Then I tried to do it with the Multiplayer-System of Unreal. There you can just start multiple Instances of the same Application and place the right Application in Fullscreen on the correct Screen. Which works really great and because it is a real 3D Viewport with "3D Scene with Objects" it is easy to make Objects clickable and interactive. But with the Multiplaye-System of Unreal comes a big lost in productivity. Because Unreal uses the Server-Client-Method to communicate between the different Clients you have always to code much more to make Objects update on the Server and the Clients. You have to replicate Variables and make RPC Events to the Server which is much cumbersome than with Boygrouping in VVVV.
So dear Ventuzians my Question is:
How would you do this in Ventuz? How can you do a multiple Screen-Set-Up which is interactive clickable and run by multiple Render-Mashines which shows different Content by still connected interactive together? Is Ventuz the best tool for this Project?
Best Regards Anton
Thank you for your answers