Multi Monitor Support For Sim Pit Builders

I knew therre would be bugs, but after almost a year of Alpha and Beta testing and all the hype. I was expecting more. I initially started with MSFSX and then moved to Xplane and finally to P3dV4.5. After one flight in a Beach out of Toronto Billy Bishop I was not as impressed with Graphics as I was led to believe. That and lack of peripheral support is the last straw for now. I will move this to an unsused SSD and go back and DLL the new P3DV5 which although only 90 days old now has nowhere near these issues. I run Prepar3D_Prof_4.5.14,Windows 10 Pro V 1909, i7-9700K CPU @4.70GHz,RAM 32.0 GB,NVIDIA GeForce GTX 2080Ti 11GB GDDR6,Saitek ProFlight Yoke System,Rudder pedals,2 Throttle Quandrant,Multi Panel,2 Radio Panels, Switch Panel,Instrument Panel over 8 1080p monitors . Too much would be left behind. GOOD LUCK to all with the patience to work through the bugs. I may be back to try again after youā€™ve all done the hard work.

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Paid $120 based on the verbiage about multi monitor supportā€¦ Nvidia surround is NOT multi monitor support. X-Plane HAS multi monitor support.

Microsoft needs to pay attention, even though itā€™s day one for MSFS, this is something that needs fixing in the first run of updates. They promised and now they should fix it.

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you CAN undock any glass gauges in the sim>>>

use the RIGHT ALT button (which turns the cursor from the arrow into something else) then click the display and youā€™ll see a copy of it in a new window.

if you have multiple displays popped out, they will all initially appear in a single window side by side. Clicking the magnifying glass with the + in it will let that display pop out into ITā€™S OWN window allowing you to place it behind a bezel like AirManager or on a monitor specifically for that display (i.e. home cockpit).

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but in P3D/FSX, you would run a new display not linked edge to edge with the othersā€¦

lets say you had a projector on a curved screen for the windscreen view. A monitor hanging on the pilot window for that view and another monitor on the copilot window for that view. the side views are 90deg from the main view with different view frustrums and scaling settings from the main window. that is not possible with spanning a single forward view (no matter the FOV) without independently created visual windows (with independent zoom/pitch/heading settings which can be tied to the main forward view for positioning of x/y/z p/b/h camera location only as a reference)

if the primary camera were set up based off the default camera location but moved forward 3ā€™ and up 6" with an upward angle of 6deg, that would be positioned based on the primary cameraā€™s unaltered position. secondary and tertiary cameras would be same x/y/z location of default camera, rotated left/right 90deg and positioned from the primary x/y/z with offsets that would give the required out the window view.

this is not possible without creating a new view window like you could in FSX/P3D.

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Iā€™ve spent most of this year in P3D v4.5 working on setting up view groups using frusrum setting. Flying the ā– ā– ā– ā–  out of the A2A Bonanza, you get immersed with the left side view and looking across the panel to the right. Coupled with in depth programming of CH Controls using control manager, I can achieve a deep ( to me ) level of immersion that is currently missing in FS 2020. I have had some nice flights in 2020, but until we have the ability to define views, it will still be somewhat of a toy.

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My cursor never turns to a magnifying glass, am I doing something wrong? Iā€™m trying to create a windowed view out the left window and out the right window. Not sure if Iā€™m doing it correctly. I assigned a key assignment to the ā€˜New UI Window Modeā€™ then pressed that key and went to the view in question, but it never changed to a magnifying glass? What am I doing wrong? Thanks

You can only use that button for instrument windows such as the PFD and MFD. You cannot use it for exterior views.

Thanks a ton!! I did figure that outā€¦ It would be GREAT even if they could extend this functionality to windows not in the cockpit (instruments)ā€¦ That would at least get us windows in our cockpits.

What I really want to see to enable me to try the sim in my 737 FBPT is networked display support like in X-Plane. I have 4 screens running at 4k each driven by its on PC.

David

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agreed. PC ā€œslaveā€ support would be nice

Thx. Have done that which works, but how do you save that configuration when you open the aircraft next time? it reverts back to default.

yeahā€¦well, thatā€™s not been fixed per-se. at the moment, every load of the aircraft results in needing to reload the windows.

Thx. Was seeing if it was possible to change the configuration file but I think Iā€™ll wait for the update. I see there is a 79gb update on my profile page, maybe weā€™ll get lucky in that

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Micro$oft only care about getting this ready for their Xbox launch and us PC users are the lab rats to work out the bugs for them. I hope they implement multi monitor support soon as trying to fly using nvidia surround and desktop warping for 3 projectors to get a blurry sim is not cool

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Asobo made it clear (as reported above) they will support home cockpits. Theyā€™ll be prioritising the work vs. others (e.g. VR users probably shouted louder) so itā€™s a matter of time. Meanwhile thereā€™s plenty to explore in the sim now.

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I pre-ordered MSFS based on the statements in Feature Discovery #4, about the support for cockpit builders, and the short clip of their in-house simulator with the wraparound screen.

I have a collimated display with three projectors. With Prepar3d, I was able to set up a viewgroup with three separately defined frustums, and was able to apply geometry correction (both planar-to-spherical and screen-matching) via a custom pixel shader, all supported within the SDK. I simply cannot move forward with using MSFS on my display without this functionality.

Asobo, Please hold up your end and give us that capability.

At minimum, please support multi-frustum viewgroups in support of displays beyond 180Ā°.
Ideally, Iā€™d like to see a display setup tool that does the following:

  • Allow the user to specify the total field of view as horizontal and vertical angles, for example: +/- 20 degrees vertical, +/- 100 degrees horizontal. FS would determine an appropriate number of frustums to use in order to provide that image as a single window with equirectangular projecton
  • Provide a tool to distribute this single view over an arbitrary number of projectors, and map it to a non-planar screen. Ideally, this distribution and mapping would be applied to the interface as a whole.

Bugs are one thing, and are expected in any new release of a piece of software of this magnitude. Absence of promised features is a bit more frustrating. Please Asobo, help us out here.

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Can you run multiple PCā€™s driving the separate monitors in P3D? From vague distant memory I think FSX could do that. Maybe itā€™s a positive thing that SimConnect can communicate the position and orientation quick enough that multi-pc monitor management was a viable thing, and maybe fs2020 will support that as well. Is that capability even relevant for cost-no-option sim builders or is it no use?

By your comment about collimated display I assume youā€™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 arenā€™t aware of it, you really should be - itā€™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 Asoboā€™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 donā€™t remember exactly when the ā€˜classicā€™ 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 NGā€™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 ā€˜properā€™ 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).

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

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I too remember that threadā€¦:grinning:

Yes thatā€™s me. Sadly it doesnā€™t look much different, as I havenā€™t had the same level of free time I did back then. When NThusim went away, I had no warping available for reasonable cost, and I canā€™t at the moment justify the expense of the pricier warping packages or a PC upgrade.

I was beyond thrilled when FD#4 premiered, and am sadly disappointed that the pitbuilder community is so ill-supported.

If anyone reading this knows anything about hooking into the pre-scanout pipeline, Iā€™d love to collaborate on some new warping software wit the intent to release as FOSS.