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Multiscreen Installation Requirements
Section 1. Multiscreen Installation Requirements
Section 1.11 Prerequisites
Please note that a basic understanding of Unreal Engine is needed to navigate, implement, and use the ARFX Pro Plugin. It is highly recommended you check out UnrealCourses.
However, no coding or Blueprint knowledge is needed. Setting up the virtual production has been simplified and consolidated into easy-to-use User Interfaces and Options Menus and care has been taken to make some of the more tedious setup to be universal across projects.
Section 1.12 Hardware Requirements
The hardware requirements for using ARFX Multiscreen Camera are higher, especially due to the number of screens or views that need to be rendered.
Section 1.13 Minimum (1-2 Screens)
CPU: AMD 7800X3D | Intel Core i9 14900KS
GPU: Nvidia RTX 4090 (extended desktop) | Nvidia RTX A6000 (Mosaic)
RAM: 64GB DDR5
Both OS and Projects running on M.2 SSDs
Section 1.14 Recommended (3+ screens with stitching)
CPU: AMD Ryzen Threadripper 7960X
GPU: Nvidia RTX 6000 Ada
RAM: 64GB DDR5.
Both OS and Projects running on M.2 SSDs.
Section 1.15 About Nvidia’s Mosaic
On larger, wall-sized displays, it is very common to use hardware accelerated stitching to turn separate individual sections to act as a single whole. We find the best performance to be that found in Nvidia’s Mosaic technology. This industry-leading technology is highly scalable and very capable of handling the biggest displays in the world but such grunt also requires hardware that can properly support it within the PC.
But even with the highest level of hardware, it is very easy to exceed even the GPU’s own capabilities when your display grows beyond 4K, especially when the scene you are running is graphically intense.
Here are some notes regarding Mosaic to keep in mind:
Requires a Workstation/Professional-grade GPU
If you wish to sync the screen with your camera, you will require Nvidia’s [QuadroSync] card
Multiple GPUs can be put together to help ease the graphical load, but with ARFX Multiscreen this will not solve the issue of going beyond 4 Views.
Server-grade hardware is highly recommended to be paired with your chosen GPU as they include additional PCI-E lanes to support multiple GPUs should you find the need for more performance.
For displays beyond 4K, it is highly recommended to use resolution scaling such as [TempSuperRes] to greatly increase graphical performance.
Section 1.16 Tracking Hardware
You are free to use the following tracking solutions but do know that the setup for their specific hardware will not be fully covered.
ViveTrackers (2.0/3.0), IndexBaseStations (2.0/3.0), and SteamVR.
ViveMars.
StypeKit.
MoSysTracker.
Antilatency
Or any tracking solution that outputs FreeD or Unreal's LiveLink protocols.
Section 1.17 An Appropriate Virtual Stage (Display).
Unlike the ARFX Camera, the ARFX Multiscreen Camera is capable of rendering to multiple displays at once. Because of this, it is best to use displays that can be seamlessly combined with each other or have margins that are practically non-existent.
First, you must determine if using the Multiscreen Camera is relevant to your stage setup.
A single large flat screen (4K and beyond) = Use ARFX Camera
A large screen with a slight curve (~5° from center) = Better to use ARFX Camera
A large screen with a curve (~12° from center) = Use a simplified Multiscreen Camera
Multiple screens that are separated from each other or at 90° angles = Use Multiscreen Camera
Important
The more displays ARFX Multiscreen Camera has to render, the higher the impact it will have on your graphics card. It is therefore recommended that you limit yourself to a maximum of 5 view segments driven (there is technically no limit, but your hardware certainly does).Your content goes here
Finally, there is the 3D model representing your screen layout. This will be covered later in Multi_ViewsGenerator and Multi_ViewsBlender, but know that depending on your setup, you may need to dabble in 3D modelling to accurately represent your layout.
Section 1.18 License Requirement.
ARwall should have provided you with an activation code to access this plugin. This key is for a SINGLE seat license in a single machine. If you would like to purchase additional seats, you will need to contact ARwall via email at ARwallSupport.
Section 1.19 Changing Machines.
You can move to another machine at any time by simply going to Edit > Project Settings... > Plugins > ARwall and clicking on the Log Out button.
From here, you can log off your seat on your current machine. You MUST do this before using your license on another machine!
Section 1.2 S Requirements.
UnrealEngine 5
.NET 8 Desktop Runtime x64
ARwall's ARFX Pro Plugin
(Recommended) NanaZip
If you are using VIVE Trackers and Base Stations you also need to download Steam and SteamVR you can find the installation instructions by following the respective hyperlinks.