3B00DG4MER Posted November 28, 2014 Share Posted November 28, 2014 Hi Guys How i can make multi camera in one client i've no idea how to make so, can u help me plz ?! Link to comment
ViRuZGamiing Posted November 28, 2014 Share Posted November 28, 2014 Define "Multi Camera" Link to comment
3B00DG4MER Posted November 28, 2014 Author Share Posted November 28, 2014 Define "Multi Camera" One player can have many cameras Like multigamemode sections Link to comment
manve1 Posted November 28, 2014 Share Posted November 28, 2014 dxCreateScreenSource dxUpdateScreenSource dxCreateRenderTarget look into these functions. Link to comment
Saml1er Posted November 29, 2014 Share Posted November 29, 2014 Actually that is not possible to get other player's screen. You can do that but it will be too laggy. You need trigger events again and again. Link to comment
3B00DG4MER Posted November 29, 2014 Author Share Posted November 29, 2014 Actually that is not possible to get other player's screen. You can do that but it will be too laggy. You need trigger events again and again. Not getting others camera i told you i want to make a new camera and make the screen split and show 2 cameras Link to comment
Saml1er Posted November 29, 2014 Share Posted November 29, 2014 Actually that is not possible to get other player's screen. You can do that but it will be too laggy. You need trigger events again and again. Not getting others camera i told you i want to make a new camera and make the screen split and show 2 cameras Oh that is pretty easy. You just need to do some math and you're done. How many times exactly you want to split the screen? 2 or 4 or more? Link to comment
3B00DG4MER Posted November 29, 2014 Author Share Posted November 29, 2014 Actually that is not possible to get other player's screen. You can do that but it will be too laggy. You need trigger events again and again. Not getting others camera i told you i want to make a new camera and make the screen split and show 2 cameras Oh that is pretty easy. You just need to do some math and you're done. How many times exactly you want to split the screen? 2 or 4 or more? 2 and i'll try to make 4 cuz i've to understand Link to comment
Sasu Posted November 29, 2014 Share Posted November 29, 2014 Then you can use: dxCreateRenderTarget dxSetRenderTarget setCameraMatrix Link to comment
3B00DG4MER Posted November 29, 2014 Author Share Posted November 29, 2014 Then you can use: dxCreateRenderTarget dxSetRenderTarget setCameraMatrix Can u help me ,looks hard i can't understand those functions ! only setCameraMatrix Link to comment
Dealman Posted November 29, 2014 Share Posted November 29, 2014 If I understand you correctly, you want 4 different cameras of in-game rendering, right? If I am right, that won't work very well. For example, there's a rear view mirror script, and since MTA/GTA doesn't support PIP technology - you have to effectively cut your frame rate in half. In the rear view mirror script, you have 2 cameras. One for regular camera - and one for the rear view mirror, and since you need to switch the camera matrix back and forth with every consecutive frame - you will only get half your FPS. For example; Gameplay Without Mirror: 60 FPS Gameplay with Mirror(Camera): 30 FPS Link to comment
3B00DG4MER Posted November 29, 2014 Author Share Posted November 29, 2014 If I understand you correctly, you want 4 different cameras of in-game rendering, right?If I am right, that won't work very well. For example, there's a rear view mirror script, and since MTA/GTA doesn't support PIP technology - you have to effectively cut your frame rate in half. In the rear view mirror script, you have 2 cameras. One for regular camera - and one for the rear view mirror, and since you need to switch the camera matrix back and forth with every consecutive frame - you will only get half your FPS. For example; Gameplay Without Mirror: 60 FPS Gameplay with Mirror(Camera): 30 FPS So, it's gives lag ?? Link to comment
Moderators IIYAMA Posted December 2, 2014 Moderators Share Posted December 2, 2014 yes, but it also depends on the dxCreateRenderTarget resolution. Link to comment
3B00DG4MER Posted December 2, 2014 Author Share Posted December 2, 2014 yes, but it also depends on the dxCreateRenderTarget resolution. so if it's for example 100 * 100 How much fps it will take ? Link to comment
Moderators IIYAMA Posted December 2, 2014 Moderators Share Posted December 2, 2014 That depends of the gpu, 4000x4000 will be nothing for me. But maybe for you it will drop frames. 100x100 will probably not take to much, keep in mind that you scale this to the ratio of his resolution. (so not 100 x 100) Link to comment
Dealman Posted December 2, 2014 Share Posted December 2, 2014 That depends of the gpu, 4000x4000 will be nothing for me. But maybe for you it will drop frames.100x100 will probably not take to much, keep in mind that you scale this to the ratio of his resolution. (so not 100 x 100) Ehm... Have you even tried this? The reason for the FPS drop is not solely the size of the render target nor his GPU. But due to the fact that you have to switch the camera matrix every consecutive frame. Frame 1 = Camera Matrix 1 Frame 2 = Camera Matrix 2 Frame 3 = Camera MAtrix 1 Frame 4 = Camera Matrix 2 (Then repeat this procedure 60 times a second, and you'll have 2 different sources at 30 FPS) Since you'll have to do this, you're basically cutting your effective FPS in half. If you play at a stable 60 FPS - 30 FPS will be spent on Camera Matrix 1 and 30 FPS on Camera Matrix 2. This is the only solution I know of. If you know another one which apparently has no performance impact - please, do enlighten us Link to comment
Moderators IIYAMA Posted December 3, 2014 Moderators Share Posted December 3, 2014 Well no, I never needed it. Cutting your fps is half, that is a very nasty way if you ask me. 30 fps is unplayable in my opinion. So I would need at least 90 fps to keep it a bit smooth, but then of course the animation problems comes in.(60 fps normal and 30 fps for the camera) And for the production of those system. Probably playing with differed render events and creating 2 sources, 1 as overlay and 1 as camera. Link to comment
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