Here are just some of the benefits of using Cluster Rendering:
Cluster Rendering allows you to span your render engine content over more than one disguise server by scaling out real-time content up to an unlimited capacity.
Each machine will let you render a fragment of your final content frame to increase the render power and get your content onto your displays at your desired quality.
Use Cluster Rendering to render real-time content of the highest quality, detail and framerate without worrying about GPU power.
GitHub
https://github.com/disguise-one/RenderStream-UE
不同虚幻版本对应的版本插件
Unreal Engine 5.3
RS UE 5.3 plugin r2.0 Compatible with r25 & higher.
Unreal Engine 5.2
RS UE 5.2 plugin r2.0 Compatible with r25 & higher.
RS UE 5.2 plugin r1.30 Compatible with r22 & higher.
Unreal Engine 5.1
RS UE 5.1 plugin r1.30 Compatible with r22 & higher.
Unreal Engine 5
RS UE 5 plugin r1.30 Compatible with r22 & higher.
RS UE 5 plugin r1.29 Compatible with r21
Unreal Engine 4.27
RS UE 4.27 plugin r1.30 Compatible with r22 & higher.
RS UE 4.27 plugin r1.29 Compatible with r21
RS UE 4.27 plugin r1.28 Compatible with r20
RS UE 4.27 plugin r1.27 Compatible with r19
Unreal Engine 4.26
RS UE 4.26 plugin r1.28 Compatible with r20
RS UE 4.26 plugin r1.27 Compatible with r19
RS UE 4.26 plugin r1.25 Compatible with r18
run generate_uplugin.bat
if cmd failed with error message stating “generate_uplugin.ps1 cannot be loaded. The file generate_uplugin.ps1 is not digitally signed.”
you might need to:
edit the bat file to use “-ExecutionPolicy Bypass”
or edit the LocalMachine’s PowerShell execution policy to “bypass”.
if cmd failed with error message stating “could not find git.exe in Path Variable”
edit Windows Environment Variables -> “PATH” variable to include the location of git.exe.
Result: “RenderStream-UE.uplugin” created.
run package_plugin.bat
when prompted, enter unreal_engine_path, for example “E:\UE_4.27”
Note: you should have the UE version matching the plugin version installed
[Optional] To make Unreal Engine run at full speed when out of focus go to Edit → Editor Preferences and untick “Use Less CPU when in Background” (search “cpu”).
Scene selector
Levels/Maps in Unreal Engine (UE) can be composed of any number of actors. There are three options for deciding how scenes will be generated from your Unreal Engine project:
None - this offers no scene control and simply merges all Levels of your default Map into a single persistent level.
Streaming Levels - this option generates scenes from all Levels/Sub-levels within your default Map. The Actors within a Level other than the persistent level are unique to that level. The Actors within the persistent level are shared across all levels. Parameters exposed in levels other than the persistent level will only be available when the corresponding scene is chosen in the RenderStream layer. Parameters exposed in the persistent level will be available across all scenes in the RenderStream Layer.
Maps - this option generates scenes from all Maps within your project. The behaviour of Actors and exposed parameters with this option selected, is similar to that described for ‘Streaming Levels’.