Multi Monitor Support For Sim Pit Builders

By your comment about collimated display I assume you’re the same Wayne I remember from MyCockpit.org? I remember the epic thread during your collimated screen build :slight_smile:. (If people in this sub-forum aren’t aware of it, you really should be - it’s a actual collimated cross-cockpit display built on the same principles as the cross-cockpit displays in modern Level D sims. Just jaw-dropping. Would love to see pictures of how it looks these days!)

I suspect this is one area where it will take a while to get what we want and need, because the FSX rendering engine was replaced by Asobo’s in-house one (this was mentioned in interviews) which itself I think descends from the engine used in their other games like The Crew 2, and that will be single-view by default. I don’t remember exactly when the ‘classic’ FS engine got the multi-view functionality but I recall it being pretty early. I think I could do it on the Atari ST version back in the 90s. Undocking those views onto multiple screens came later, of course!

Ultimately, nothing short of what Prepar3d can currently do with Viewgroups is going to fully satisfy me. With my setup I need complete view frustum control and asymmetric view frustums to boot.

I use Fly-Elise NG’s Immersive Display Pro to warp the display and correct the geometry - no shader work needed. We just need the ability to define multiple view frustums on multiple screens / windows. And ‘proper’ support for a VC-less outside view (I know about the hacks but they are still hacks). Oh, and we need to be able to make control inputs work when the main window is not in focus (like if you pop-up a touch-enabled control like in the G3000 and interact with it, you lose control in the sim itself).

We’re not that far away, but I suspect other dev priorities are well ahead of us right now. For me, I’m expecting it’ll be well into 2021 before I can consider ditching P3D.

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