An XR license is needed for
Rendering XR Walls
Showing World settings > Pixotope XR Compositing
With XR you can extend your physical set beyond its borders or create a virtual window into another world. This is done by rendering the virtual scene onto for example LED screens using the perspective of the camera.
The XR Wall is a special Pixotope actor which is used as the representation of the physical display screen within the virtual environment.
Settings in Engine/Editor
Per XR Wall
Render to Output
Enable XR rendering for this wall
Choose how to place this XR Wall on the render output. Options are
The name of the Output routed to this machine, onto which the XR Wall should be rendered to.
Internal Buffers can be used for visualizing while there are no outputs routed yet.
Preview the output directly on the XR wall (WYSIWYG)
Renders a border around the XR wall in the viewport
Custom Output Position Min/Max
When the Output position is set to "Custom", use these parameters to specify the exact position of the XR Wall on the render output.
Flips the X/Y axis of the output
Entering one or more windows machine names, enables selective rendering for an XR wall, so it only renders on the specified machines.
Compensate for color discrepancies of the physical planes.
World settings > Pixotope XR Compositing
Enable XR rendering
Experimental feature to help with position/rotation calibration of XR walls
Checked by default as one usually does not want tone mapping on XR Walls.
Blends between inside and outside camera view - 1 is no blend
Automatically Optimize Camera Rotation and FOV
Pixotope will take control of the virtual camera to optimize the view for the output
Render Outside Camera View
Renders an environment quality version of the areas of the scene which are outside the camera's view (frustum)
NOTE: Disabled when "Automatically Optimize Camera Rotation and FOV" is enabled
Update Frequency Of Outside Camera View
1 is every frame, 5 is update disabled
Use Only Outside Camera View Rendering
for debug use
Sample Outside Frustum Color
Replacement color for the outside rendering pixels (can be set if "Render Outside Camera View" is disabled)
XR From Current Camera
Uses the current camera position to project XR. Enable this when using virtual camera moves.
Disable Custom Depth
Gain performance by disabling Custom Depth rendering (disables AR and VS)
Disable Motion blur in XR
Disables motion blur in the render output. Checked by default.
Tracked camera > Camera Tracker Component > XR Frustum Optimization
Algorithm used to find the best viewing angle when using Automatically Optimize Camera Rotation and FOV
If enabled, only the XR wall centers are used instead of the corners to find the best viewing angle
If enabled, the camera is also rotated around its X axis. By default Automatically Optimize Camera Rotation and FOV only rotates the camera around Y and Z.
Optimize Aspect Ratio
Also optimizes the aspect ratio when using Automatically Optimize Camera Rotation and FOV
If enabled, the camera is moved instantly to the position.
Defines the accuracy of the roll, if Use Roll is enabled
Use Zoom Momentum
To avoid rapid zoom changes, a momentum to the zoom is added.
Speed of zoom changes, if Use Zoom Momentum is enabled
World settings > Pixotope World
Uses NVIDIA's DLSS to increase the quality of the XR rendering. For supported graphics cards and more details see Using NVIDIA DLSS
World settings > Pixotope Compositing
Custom Debug Texture XROutside Frustum
Set a custom texture for the outside camera view