nDisplay
For playback, we are using a system through nDisplay in Unreal Engine. The system is a control server for media management and operation, along with six high-spec server nodes. All server nodes and the LED processing are genlocked to house sync and synchronized depending on the camera head and frame rate. We would strongly recommend genlocking to house sync.
SWITCHBOARD SETTINGS
- Ensure auto-join is enabled in multiuser settings
- disable multiuser server in UI mode (buggy)
CT BASE PROJECT
https://www.dropbox.com/s/m5b0ppxt97c6pqn/ArriCtConfig427.zip?dl=0
OPERATING INSTRUCTIONS
- Sync project files across machines
- Open Switchboard
- Connect to Nodes
- Select the correct level to load
- Launch the control editor first so it hosts the MU session
- Click launch and wait until all cores have stabilized utilization, and pre-present-wait has finished rendering/syncing the first frame
DEBUG STEPS
- Read the trace/crash logs
- Add trace to switchboard settings “Extra cmd line args” -tracehost=172.16.16.177
- Try launching the project through Unreal Editor instead of nDisplay, this will let you know if there’s a problem with the project, paths, or assets when launching. Instead of assuming it’s a problem with nDisplay.
- To reconnect/sync LiveLink: LiveLink.Preset.Apply Preset=/Game/Folder/MyLiveLinkPreset.MyLiveLinkPreset
USEFUL LINKS
- Unreal nDisplay Documentation
- Unreal Engine 4.27 In-Camera VFX Tutorials | 3: nDisplay Config
- How to saturate a network: iperf.exe -c <serverIP> -P16 -b 10000M


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