Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

Installation Instructions

...

Copy plugin into project

Copy the Igloo nDisplay Toolkit plugin to the Plugins folder in the root of your project.

...

  • Click Edit → Plugins

  • Under the Installed section on the left will be the Livestreaming group

  • In this group the IglooUnrealToolkit Igloo nDisplay Toolkit plugin should be installed and active.

    Image Removedimage-20241015-124200.pngImage Added

...

Recommended Additional Plugins

You’ll also need to download and install the Optitrack Plugins from Optitrack directly, and install them in your Editor plugins folder. This is documented within the Optitrack plugin folder when it’s downloaded.

Info

These may come included with the IglooUnrealToolkit

We recommend you also install the nVidia DLSS plugins from their web page.

https://docsdeveloper.optitracknvidia.com/rtx/pluginsdlss/optitrack-unreal-engine-pluginget-started

DLSS provides increased framerate by up-scaling the camera’s output. As most of nDisplay systems use high resolution outputs, this is incredibly beneficial.

To activate DLSS, please follow the included instructions within the plugin. There are several commands that can be entered on Begin Play. It’s unwise to use the included HUD display, as that will only enter the commands on the master node, unless you write additional blueprints to synchronise the cluster.

Sadly Frame Generation is not yet supported by nDisplay. But once it’s supported, this will double the framerate possible.

Adjust Project Settings

Ensure nDisplay is enabled

Even though the plugin may be enabled, often it can be disabled in project settings leading to an error when trying to load it using switchboard

...

Set project to DX11

In the Windows Platform, ensure that Targeted RHIs is set to DirectX 11.

...

Editor Configuration

View Plugin Assets

To view the assets within the plugin you’ll need to enable “Show Plugin Assets” within your Content Browser Settings.

...

Then you should be able to see the Plugins folder on the left hand panel of the content browser. Which can be expanded out to view the IglooUnrealToolkit Igloo nDisplay Toolkit content.

...

Igloo nDisplay Test configuration file

...

This is a test file, that enables you to view the nDisplay output on your system that will be sent to the cave. It looks like this when previewed:

...

you You can use nDisplay Preview to launch this which is found on the top ribbon of your editor

...

This is a blueprint that attaches to your player, and replicates itself across the nDisplay system. It provides a crosshair for direction, and allows both OSC and Optitrack to control the player’s location.

Setting up your level

Placing Actors

Drag both the Igloo Crosshair and the nDisplay Test actors into your scene. It doesn’t matter where they are, as their position is dictated entirely by where your player is.

...

Check that the Texture on the Crosshair material is set to CrossHairOne as the default texture.

...

Complete

That’s all there is to it, just add two things into your level, and build like normal.

The app should run like normal, but also be able to be launched by Switchboard. It might also be prudent before sending it to launch it using the test configuration via switchboard, to ensure that there are no errors.

...

Exposure Control

Due to the location of the sun in each viewport, the exposure of each camera can potentially be very different. This leads to artifacts and disjointed visuals within the cave, that ends in a loss of immersion.

To combat this, we recommend setting all exposure to Fixed Manual within the project settings.

You can still utilise exposure zones based on post processing volumes, but the exposure needs to be set to manual in these volumes exposure settings.

Delivery

How the nDisplay Cluster will function

The below diagram explains how a standard cluster system functions. There are options to have multiple outputs per cluster node, but we’ve simplified the diagram to be one output (or screen) per node.

image-20241018-152048.pngImage Added

Installing onto a cluster

Each node in the cluster needs a copy of the build. It cannot effectively run from a shared network location (however for lightweight test builds, this is possible, but there is a large loading overhead)

Igloo are developing a tool to automatically distribute the build between the clusters, but until this product is finished; the files will need to be copied to the exact same location on each cluster node manually.

For instance, each cluster will need the build to be placed in “D:/Realtime/Build_Name_version