I am currently trying out MiddleVR for Unity in Trial mode (184.108.40.206) in order to assess if it can be used in my university research group for our projects. I am currently running into multiple problems und would be really grateful if somebody could help me on these.
Our environment: 4-sided CAVE, active-stereo projectors BUT with separately transferred eye signals (one input cable per eye -> projectors handle the active stereo output), so no need to handle stereoscopy on the software side. 1 master node (not a render node, but displays an "empty" viewport to give correct surround sound output) + 2 render clients (each 1xQuadro M5000 with Sync cards) which each output 4 Viewports (=2 walls in stereo). Usually we run this in 1 very wide Unity instance per node, so that synchronization overhead is low as there are only 3 Unity instances needed.
- performance massively worse when activating "Force DirectX -> OpenGL conversion" even on simple scenes. Is this also absolutely needed in our type of environment, since we need no QuadBuffer Stereo modes or anything?
- I cannot run the prebuilt projects like Shadow Demo or Homography Tool because MiddleVR says "cannot run on cluster in Free Mode", "cannot create more than 1 Viewport in Free Mode", etc., even though my Master is on the Pro Trial period (it works perfectly on projects that I built myself from Unity - maybe a 1.7 version issue?). I am using my own MiddleVR config file, but it does not work on these prebuilt projects.
- On an own project (driving simulation), using simple cluster option, the player car is stuttering back and forth constantly while the car is being moved, hinting at some sync issue. I guess this might be related to the "simple cluster" option not being enough to handle this scene, but just in case I wanted to mention it here. It does have a rigidbody reacting to physics and should normally be synced.
(4) Additional general question regarding devices: am I correct that it is not possibly to assign string names via the config tool to single buttons or axes (within a button / axis device)? If I understand it correctly, this would mean that I have to know before building in Unity which index a button or axis on a device will have that I need (or implement a custom solution for mapping fixed names like "AccelerationPedal" or "StartButton" to a axis/button index at startup)
Thank you very much in advance, I would appreciate any help on these issues.