• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
Question by Sebas · Feb 09, 2010 at 07:29 AM · resolutionmultiple-monitorsexternal-toolsdistort

How to work around perspective distortion on very wide displays?

I am curious as to what solutions there are for displaying Unity content on very wide displays. By this I mean either multi-display setups or extremely wide screens which go beyond the usual 16:9 or 16:10 aspect ratio. What advantages/disadvantages do different solutions have? Are any tweaks within Unity possible? External hardware/software? Any suggestions are welcome.

I am currently faced with severe distortion towards the left and right sides of my display (3072:768 or 6144:768 resolution).

Thanks Sebas

Comment

People who like this

0 Show 3
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image runevision · Feb 09, 2010 at 11:12 AM 0
Share

Just to clarify for other readers: The discussed distortions here are perspective distortions. They will always happen when using a normal perspective projection with a very wide angle.

avatar image Wolfram · Oct 27, 2010 at 05:30 PM 0
Share

I am curious about how exactly you're forcing Unity to render fullscreen to a 3072x768 Desktop. Are you using Horizontal Span with WinXP, or are you running your App in windowed mode, or are you simply using a TripleHead2Go?

avatar image Sebas · Oct 28, 2010 at 05:55 AM 0
Share

It's fullscreen as horizontal span in WinXP or Win7. Output to all 3 (or 6) projectors is achieved by 1(or 2) TripleHead2Go. When using stereoscopic rendering @ 6144:768 (side-by-side) the drivers from iz3d.com are useful.

3 Replies

  • Sort: 
avatar image
Best Answer

Answer by Eric5h5 · Feb 09, 2010 at 08:38 AM

Use a smaller field of view, like 30 instead of 60.

Comment
Sebas
marwanzak

People who like this

2 Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Sebas · Feb 09, 2010 at 08:46 AM 0
Share

Thanks for the suggestion. That works and is a valid approach. In my case it defeats the purpose of me using 3 screens. I'd like to enable my research participants to show natural orientation behavior by exposing them to the wide view and all the information that is accessible by this approach.

avatar image Sebas · Feb 14, 2010 at 06:06 AM 0
Share

While I was hoping for some other advice to deal with perspective distortion, your approach actually solves the problem in some cases (where size of FoV is not important). I'll therefore mark it as accepted answer and will contact some people of the below mentioned projects to ask for advice. I will update this answer in case I find a solution which works for my projects.

avatar image
Wiki

Answer by runevision · Feb 09, 2010 at 11:29 AM

Links to other projects that have used wide field of view techniques with Unity:

Unity Dome
http://forum.unity3d.com/viewtopic.php?t=25800
http://unc.renci.org/rencinews/the-dome-corner-006
I think they are using the multiple viewports approach too.

Others?

Comment
Sebas

People who like this

1 Show 2 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image efge · Feb 13, 2010 at 09:02 AM 0
Share

Unity used for multi-user museum exhibit:
http://forum.unity3d.com/viewtopic.php?t=33188

avatar image Sebas · Feb 14, 2010 at 05:58 AM 0
Share

Thanks, I've seen both threads before and they sure are helpful for my purpose.

avatar image

Answer by Sebas · Feb 09, 2010 at 07:33 AM

I already evaluated the possibility to render 3 viewports next to each other. I use a multi-screen setup with 3 large screens positioned next to each other horizontally.

Edit: Until now, I couldn't achieve a seamless transition between my viewports, because I neglected the aspect ratio. I assumed the aspect ratio of the viewport is used to render each viewport. After manually adjusting the aspect ratio, the setup with 3 viewports next to each other works well.

The downside to this approach is performance. I am effectively rendering three times as much geometry which slows down my application to a crawl. I had to abandon this solution and am still faced with my distortion.

Comment

People who like this

0 Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Sebas · Feb 09, 2010 at 07:53 AM 0
Share

However, I'd welcome any working multi-viewport solutions for upcoming projects :)

avatar image runevision · Feb 09, 2010 at 11:15 AM 0
Share

Why couldn't you get the seamless transition between the viewports quite right? In what way did it look wrong? It should be quite possible to get it right.

avatar image Sebas · Feb 09, 2010 at 08:54 PM 0
Share

I changed rotations, FOVs and anything I could possibly play with. When standing still the screens seemed seamless, but when I rotated the camera a lot, some gaps/overlaps in the viewports appeared. I thought the straight-forward approach of just rotating the cameras so that the FOVs are seamless should work, but for some reason that didn't work. I'll try to put that together again with a demo and my next projects. As mentioned above, I had too much geometry to make this solution worthwhile, so I dropped it.

avatar image Sebas · Apr 17, 2010 at 09:03 AM 0
Share

as edited in the answer above, the aspect ratio was the issue

Unity Answers is in Read-Only mode

Unity Answers content will be migrated to a new Community platform and we are aiming to launch a public beta by June 9. Please note, Unity Answers is now in read-only so we can prepare for the final data migration.

For more information and updates, please read our full announcement thread in the Unity Forum.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Borderless window in standalone player 5 Answers

How do I set a resolution TO A DIFFERENT SCREEN NOT THE MAIN SCREEN(I'm using multiple display/monitor) 0 Answers

Triple 4k displays failed in window mode 0 Answers

Unity Windowed Resolution Smaller than Chosen Resolution? 2 Answers

How do I get very high resolution and render using multiple GPUs? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges