Advice on many cameras?

I’m thinking about creating a system that will need many cameras, all seeing the same scene (layers). I have the impression that rendering them all every frame will be way too heavyweight, even if they’re smallish… but I don’t really know which approach is going to work out (accepting that I’ll have a lower frame rate on each view):

  • Multiple Cameras and only one renders per frame - interrupt the normal per frame update somehow

  • One camera that moves to a new position for each frame, then transfers the result to the correct texture used on the screen

Any hints please? I know that there’s a multi-view extension that nvidia had, but no idea if it made it into WebGL, let alone PC.

Bruce

Create as many cameras as you need, but enable / disable them based on what which one you want to render.

If you need to render some cameras to the textures, do the same, enable them only when you need to update the texture. Having many cameras enabled at the same time can get costly.

Yeah, that’s what I assumed, thanks. I’m looking for a way to have multiple cameras but to accept that most of them won’t have full frame rate. For example only enabling one of the batch per frame (and going through them round robin on each frame) or maybe manually triggering a render on each, or only when something changes, for example.

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