Viz Engine - Vizrt documentation center

Viz Engine - Vizrt documentation center
Viz Engine
Product Version 3.9.0
September 14, 2017
Copyright © 2017 Vizrt. All rights reserved.
No part of this software, documentation or publication may be reproduced, transcribed,
stored in a retrieval system, translated into any language, computer language, or transmitted
in any form or by any means, electronically, mechanically, magnetically, optically,
chemically, photocopied, manually, or otherwise, without prior written permission from
Vizrt.
Vizrt specifically retains title to all Vizrt software. This software is supplied under a license
agreement and may only be installed, used or copied in accordance to that agreement.
Disclaimer
Vizrt provides this publication “as is” without warranty of any kind, either expressed or
implied.
This publication may contain technical inaccuracies or typographical errors. While every
precaution has been taken in the preparation of this document to ensure that it contains
accurate and up-to-date information, the publisher and author assume no responsibility for
errors or omissions. Nor is any liability assumed for damages resulting from the use of the
information contained in this document.
Vizrt’s policy is one of continual development, so the content of this document is
periodically subject to be modified without notice. These changes will be incorporated in
new editions of the publication. Vizrt may make improvements and/or changes in the product
(s) and/or the program(s) described in this publication at any time.
Vizrt may have patents or pending patent applications covering subject matters in this
document. The furnishing of this document does not give you any license to these patents.
Technical Support
For technical support and the latest news of upgrades, documentation, and related products,
visit the Vizrt web site at www.vizrt.com.
Last Updated
September 14, 2017
2
Contents
1 New in Viz Engine 3.9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
1.1 Virtual Set with 2 frames delay . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
1.2
1.3
UHD Support for Virtual Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Support for Scenarist Closed Caption (SCC) files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
1.4
1.5
Matrox DSX.Core in virtualized environments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Additional uncommon frame rates for inputs and outputs . . . . . . . . . . . . . . . . . . . . . . . . 16
1.6
1.7
NewTek TriCaster as full video board . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
EAS Support for Audio Clips . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
1.8
Improved Low Latency . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
2 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.1
2.2
Related Documents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Customer Feedback and Suggestions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
2.3
Customer Support Request . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
2.3.1
Submitting a Support Request . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
2.3.2
2.3.3
Content of a Support Request . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
To Submit a Support Request . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
2.3.4
Attach Log Files to a Customer Request . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3 Software Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.1
Prerequisites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.1.1
Environmental settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.1.2
3.1.3
Hardware and BIOS settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Power management settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.1.4
3.1.5
User rights . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Running Viz Engine and Viz Artist without administrator rights . . . . . . . . . . . . 25
3.1.6
Anti-Virus software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.2 Viz Artist/Engine Folders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
3.2.1
3.2.2
3.3
Supported Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.3.1
Viz Engine Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.3.2
3.3.3
3.4
Installation Folders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Data Folders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Preview Server . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Viz Artist Software . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Ports and Connections . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.4.1
Port Numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.4.2
Multiplexing Ports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.5 User Account Control (UAC) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3
3.6
Viz Artist and Engine Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
3.6.1
3.6.2
Installing Viz Artist and Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Upgrading from a previous installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.6.3
3.6.4
To change or reinstall an existing installation . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Silent installation of Viz Artist and Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
3.6.5
To identify installed architecture and version . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
3.7 Viz Artist/Engine Platforms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
3.7.1
3.7.2
VGA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
3.7.3
3.7.4
Trio Box CG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Dual Channel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
3.7.5
Dual Channel VGA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
3.8 Install the Viz License . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
3.8.1
3.8.2
To Apply a Viz License in the GUI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
To Apply a Viz License in Viz Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
3.8.3
To Apply a Viz License with the Viz Console . . . . . . . . . . . . . . . . . . . . . . . . . . 43
3.9 EVS Video Server Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
3.9.1
3.9.2
Setup Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
RS422 and XtenDD35 Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
3.9.3
3.9.4
RS422 pin-out for the connector cable . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
RS422 Controller Set Up Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
3.9.5
3.9.6
Bluestorm LP PCI card configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
ExSys EX-1303 USB to RS422 connector configuration . . . . . . . . . . . . . . . . . . 45
3.10
Dual Channel Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
3.10.1
To Configure Dual Channel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
3.11
Trio Box CG Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
3.11.1
To Configure Trio Box CG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
3.12
Integration with Viz One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
3.12.1
Configure Viz Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
3.12.2
3.12.3
3.13
3.14
Install Transfer and Monitor Services on Viz Engine . . . . . . . . . . . . . . . . . . . . 47
Configure Local Preview of Video Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Viz Engine REST interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Dolby E Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
3.14.1
3.14.2
Dolby E Features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Dolby E Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
4 Starting Viz Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
4.1 To Start Viz Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
4.2
To Add a Viz Engine Startup Option . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
4.2.1
Viz Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.3
Viz Console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.3.1
Issuing External Commands to Viz Engine via Console . . . . . . . . . . . . . . . . . . . 57
4
4.3.2
4.4
Internal Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Viz Command Line Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
4.4.1
Systems with Two or More GPUs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
5 Configuring Viz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
5.1 Working with Viz Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
5.1.1
To Start Viz Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
5.2 Modify Viz Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
5.2.1
5.2.2
To Save the Current Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
To Reset the Viz Config File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
5.2.3
To Restart Viz Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
5.3 Installed Configuration Profiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
5.3.1
5.3.2
To Load a Pre-Installed Configuration Profile . . . . . . . . . . . . . . . . . . . . . . . . . . 65
To Save a Custom Profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
5.3.3
To Load a Custom Configuration Profile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
5.4 Audio Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
5.4.1
5.4.2
Various Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Channels Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
5.4.3
Manual Audio Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
5.5 Authentication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
5.5.1
5.5.2
Authentication Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Host Info Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
5.5.3
Authentication Panel Procedures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
5.6 Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
5.6.1
5.6.2
5.7
Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
5.7.1
Global Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
5.7.2
5.7.3
5.8
5.9
Camera Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
EVS Epsio Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Shared Memory Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
VDCP Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Clock Formats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Database . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
5.9.1
5.9.2
Global Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Failover Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
5.9.3
Deploy Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
5.10 Font/Text Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
5.11
Global Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
5.11.1
To Synchronize Multiple Viz Engines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
5.12
5.13
Import 3D Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Image File Name Convert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
5.14
Local Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
5.14.1
Select Multiple Directories . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
5
5.15
Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
5.15.1
To Add the VizWorld.ini File . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
5.16 Matrox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
5.16.1
5.16.2
General Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
VideoOut Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
5.16.3
VideoIn Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
5.17 Memory Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
5.18
5.19
Multiview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
Path Aliases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
5.19.1
To Add a Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
5.20 Output Format . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
5.20.1
UHDTV and 4K Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
5.21 Plugins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
5.22
5.23
Render Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Scene Default Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
5.23.1
Media Asset Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
5.24 Spaceball . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
5.25
User Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
5.25.1
Various . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
5.25.2
5.25.3
Colors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
Shortcuts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
5.26
Video Board . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
5.26.1
Video Board Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
5.27
Video Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
5.27.1
Live and Clip Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
5.27.2
5.27.3
Stream Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
No Onboard Video Board . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
5.28
Video Input: Clip Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
5.28.1
Clip Input Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
5.29
Video Input: Stream Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
5.29.1
Stream Input Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
5.30
Video Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
5.30.1
Video Output Properties (1) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
5.30.2
Video Output Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
5.31 Video Output: Clip Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
5.31.1
Placeholders for Variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
5.32 Video Output: SHM Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
5.33
Viz Artist 2.x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
5.33.1
Viz Artist 2.x . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
5.34
5.35
Viz License Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Viz One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
6
5.35.1
5.36
Viz One Properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Viz Artist/Engine Log Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
5.36.1
Viz Render Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
5.36.2
5.36.3
Viz Trace Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Viz Gui Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
5.36.4
5.36.5
Viz Shaders Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Viz Console Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
5.36.6
5.36.7
Viz Gui Connection Log . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Create Log Files with Log and Clog Commands . . . . . . . . . . . . . . . . . . . . . . 145
6 On Air Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
6.1 Director Control Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
6.2
6.3
Control Buttons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Performance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
6.3.1
6.3.2
6.4
Performance Analyzer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Performance Bar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
On Air Information Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
6.4.1
Basic Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
6.4.2
Clients Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
6.5 License Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
7 Audio in Viz . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
7.1 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
7.1.1
7.1.2
Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153
Matrox Routing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
7.1.3
DirectShow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
7.2 Device Recognition and Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
7.3
Timing Behavior and Delay Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
7.3.1
Latency adjustment on the DirectSound audio device . . . . . . . . . . . . . . . . . . . 156
7.4
Channel Setup and Clip Channel Routing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
7.4.1
To Test Audio Channel Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
7.5
7.6
Audio Plug-in . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
Clip Formats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
7.7
7.8
Speaker Names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Matrox Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
7.8.1
To Enable Matrox Audio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
7.9 Emergency Alert System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
7.9.1
To specify output channels for EAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
8 Shared Memory (SHM) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
8.1
External Data Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
8.1.1
SHM over TCP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
8.1.2
SHM over UDP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
7
8.1.3
8.2
8.3
Plugin API . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Internal Data (Interactive Scene) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Synchronization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
8.3.1
8.3.2
TCP and UDP Synchronization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
External Control Synchronization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
8.3.3
Command Synchronization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
8.4 Snapshot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
9 Frame Accurate Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
9.1 Prerequisites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
9.2
9.3
To Configure Frame Accurate Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
9.4
General Purpose I/O Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
9.4.1
Input Functionality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174
9.4.2
9.4.3
Flow of the GPI signal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
Output Functionality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
9.4.4
Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
9.5 Timed Command Execution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
9.5.1
9.5.2
Time code related commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
Prerequisites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
9.5.3
9.5.4
Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Settings for X.mio2 and X.mio2+ boards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180
10 Video Wall Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
10.1 Hardware Requirements and Recommendations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
10.1.1
10.1.2
10.1.3
183
Minimum Hardware Configuration for Video Walls . . . . . . . . . . . . . . . . . . . 182
Recommended Configuration for Video Walls . . . . . . . . . . . . . . . . . . . . . . . . 183
Recommended Configuration for Video Walls Using Multiple Graphics Cards .
10.2 Performance Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
10.2.1
Hardware Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
10.2.2
Scene Design Considerations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
10.3 Video Wall Setup Instructions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
10.3.1
10.3.2
Pre-Requirements for all Setups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Configure the NVIDIA driver for Video Wall . . . . . . . . . . . . . . . . . . . . . . . . 186
10.3.3
10.3.4
Order of Steps to Set Up NVIDIA Mosaic . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
NVIDIA Quadro Sync . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
10.3.5
10.3.6
Custom Resolution for 59.94 Hz Refresh Rate . . . . . . . . . . . . . . . . . . . . . . . . 188
NVIDIA Mosaic Configuration for 1080i50 . . . . . . . . . . . . . . . . . . . . . . . . . . 193
10.3.7
10.3.8
NVIDIA Mosaic Configuration for 1080i60M . . . . . . . . . . . . . . . . . . . . . . . . 199
Viz Engine Video Wall Configuration Settings . . . . . . . . . . . . . . . . . . . . . . . 202
10.4 Troubleshooting Video Wall Configurations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
8
10.4.1
Performance issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
10.4.2
10.4.3
Steps to recover from severe NVIDIA Mosaic driver related issues . . . . . . . . 206
Experiencing BSOD or system freeze while setting up Mosaic . . . . . . . . . . . 206
10.4.4
10.4.5
Only some displays of the Video Wall display an image . . . . . . . . . . . . . . . . 206
Missing NVIDIA Control Panel settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
10.4.6
10.4.7
NVIDIA Control Panel crashes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Mosaic configuration not supported error . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
10.4.8
10.4.9
G-Sync status LEDs or Topology reports indicate a synchronization issue . . 207
Poor performance when using GFX channels as DVE . . . . . . . . . . . . . . . . . . 208
10.4.10
10.4.11
Jittering on HP Z840 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
Other synchronization issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209
11 NVIDIA Graphics Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
11.1 Working with Two Graphics Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
11.2 Working with Synchronous Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
11.2.1
Hardware Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
11.2.2
11.2.3
Software Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
Synchronous Output Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211
11.2.4
11.2.5
Video Wall Distributor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
To Configure a Machine with Two Graphics Cards . . . . . . . . . . . . . . . . . . . . 212
11.3 NVIDIA Driver Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213
11.3.1
To Configure NVIDIA Driver Settings for Viz Engine, Video mode . . . . . . . 213
11.3.2
11.3.3
To Configure NVIDIA Driver Settings for Viz Engine, VGA mode . . . . . . . 215
Vertical Sync . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
11.3.4
11.3.5
To Configure the V-phase Settings when Synchronizing the Card . . . . . . . . . 215
To Configure Mosaic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
11.3.6
NVIDIA G-SYNC Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216
11.4 NVIDIA Driver History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
11.4.1
NVIDIA Maxwell and Kepler Architecture Cards - Quadro Series . . . . . . . . 219
12 Matrox Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
12.1 Matrox X.mio3 IP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221
12.1.1
Key features . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222
12.1.2
X.mio3 IP Command Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224
12.2 Matrox X.mio3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
12.2.1
12.2.2
Matrox X.mio3 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225
X.mio3 FH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226
12.2.3
12.2.4
X.mio3 I/O Port Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229
Viz Engine Matrox Video Mapping Configuration . . . . . . . . . . . . . . . . . . . . . 229
12.2.5
12.2.6
To Upgrade X.mio3 Class and Firmware . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
X.mio3 AES Audio Kit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231
12.3 Matrox X.mio, X.mio2 and X.mio2 Plus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232
9
12.3.1
X.mio2 and X.mio2 Plus Cables and Connectors . . . . . . . . . . . . . . . . . . . . . . 233
12.3.2
12.3.3
X.mio2 Standard Cable Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234
Breakout Cables and Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235
12.3.4
12.3.5
Video Cable Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
Audio-extension Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238
12.3.6
X.mio2 License Upgrade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240
12.4 DVE Performance with X.mio3, X.mio2 Plus and X.mio2 Systems . . . . . . . . . . . . . . 241
12.4.1
12.4.2
PAL/NTSC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
720p50 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241
12.4.3
12.4.4
720p60M . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
1080i50 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
12.4.5
1080i60M . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
12.5 Audio Cable Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
12.5.1
12.5.2
AES Input Cable Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243
AES Output Cable Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
12.5.3
12.5.4
Embedded Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
Embedded Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
12.6 Matrox DSX LE Series . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246
12.6.1
Cables and Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
12.6.2
12.6.3
Breakout Cables and Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
Video Cable Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
12.6.4
Audio Cable Assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
12.7 Matrox X.RIO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249
12.7.1
12.7.2
Cables and Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
Install and Configure the Matrox X.RIO . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250
12.8 Matrox X.Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
12.9 Matrox Driver Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
12.9.1
12.9.2
To Install the Matrox Driver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253
To Remove the Matrox Driver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
12.9.3
12.9.4
To Upgrade the Matrox Driver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
To Check the Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255
12.9.5
To Check the Installation with Windows Device Manager . . . . . . . . . . . . . . . 258
12.10 Mixed Mode Video Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258
12.10.1
12.10.2
Source: PAL or NTSC . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
Source: 720p . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259
12.10.3
Source: 1080i . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260
12.11 Supported Codecs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 261
12.12 Watchdog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
12.12.1
Mechanical Bypass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
12.12.2
12.12.3
Hardware Bypass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
Transition from Watchdog to Video . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
10
12.12.4
To Enable Mechanical Bypass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262
12.13 Configuration History for Matrox X.mio and DSX Series . . . . . . . . . . . . . . . . . . . . . 263
12.13.1
Configuration History for Matrox X.Open . . . . . . . . . . . . . . . . . . . . . . . . . . 263
12.14 Troubleshooting Matrox Video Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
12.14.1
Replacing a Video Board . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264
12.15 General Information . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
12.15.1
Single Channel performance (1080i50): . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
12.15.2
Dual Channel performance (1080i50): . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265
13 BlueFish444 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267
13.1 Epoch | 4K Supernova, Epoch | 4K Supernova S+ and Epoch | Supernova CG . . . . . 268
13.1.1
Epoch | 4K Supernova . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 268
13.1.2
13.1.3
Epoch | 4K Supernova S+ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 269
Epoch | Supernova CG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271
13.2 Epoch | Neutron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272
13.2.1
Epoch | Neutron Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 272
13.3 Configuration History for BlueFish444 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273
13.3.1
The following driver and firmware versions are supported: . . . . . . . . . . . . . . 273
13.4 Special Configuration Options for Bluefish444 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
13.4.1
To Enable Dual Link Input for Epoch | 4K Supernova and Epoch | 4K
Supernova S+ Boards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274
13.4.2
To Enable Dual Link Output for Epoch | Neutron . . . . . . . . . . . . . . . . . . . . . . 274
13.4.3
To Enable Automatic Bypass for BlueFish444 Epoch Boards . . . . . . . . . . . . 274
14 Digital Video Systems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276
14.1 DVS Atomix HDMI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276
14.1.1
Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277
14.1.2
14.1.3
Supported Codecs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281
Configuration History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
14.1.4
Licensing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
14.2 DVS Atomix LT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282
14.2.1
14.2.2
Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283
Supported Codecs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
14.2.3
14.2.4
Configuration History for DVS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
Licensing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
15 NVIDIA Quadro SDI Capture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
15.1 Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
15.2 Drivers for NVIDIA Quadro SDI capture card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288
16 AJA Io 4K . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290
16.1 Overview and Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290
16.2 Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
11
16.3 Audio configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
16.4 Video Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
16.5 Configuration Utilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291
16.6 Firmware Upgrade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292
16.7 AJA Io 4K Features and Specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
16.7.1
16.7.2
Features: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
Technical Specifications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
16.8 Configuration History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293
17 Video, Audio, Server and Graphics Card Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
17.1 HP Z440 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294
17.1.1
HP Z440 PCI/PCIe Slot layout and usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295
17.1.2
17.1.3
Z440 BIOS Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
Memory expansion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
17.2 HP Z840 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296
17.2.1
HP Z840 PCI/PCIe Slot layout and usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . 297
17.2.2
17.2.3
Z840 BIOS Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
Memory expansion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
17.3 HP DL360 Gen9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298
17.3.1
HP DL360 Gen9 BIOS settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
17.4 HP DL380 Gen9 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299
17.4.1
HP DL380 Gen9 PCI/PCIe Slot layout and usage . . . . . . . . . . . . . . . . . . . . . . 300
17.4.2
HP DL380 Gen 9 BIOS settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
17.5 Dell R7910 (2U) Rack Server . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
17.5.1
17.5.2
Dell R7910 Rack Workstation slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301
To setup a single channel graphics with Video and AES Audio . . . . . . . . . . . 301
17.5.3
17.5.4
To setup Dual Channel with two K4200 graphics cards . . . . . . . . . . . . . . . . . 302
BIOS settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
17.6 Supermicro SuperServer 7048 GR-TR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
17.6.1
GPU Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
17.6.2
BIOS Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
17.7 HP ZBook 15/17 G3 Mobile workstation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304
17.7.1
HP ZBook BIOS settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
17.8 Deprecated servers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305
17.8.1
17.8.2
HP ML350p Gen8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306
HP Z420 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
17.8.3
17.8.4
HP Z800 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310
HP Z820 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314
17.8.5
17.8.6
HP DL370 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316
HP xw8200 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319
17.8.7
17.8.8
HP xw8400 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 320
HP xw8600 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 321
12
17.9 Handling and installing cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
18 Legacy Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
18.1 NVIDIA Legacy Cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325
18.1.1
18.1.2
NVIDIA Quadro 6000 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326
NVIDIA Quadro 5000 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326
18.1.3
18.1.4
NVIDIA Quadro 4000 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326
NVIDIA Quadro 2000 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
18.1.5
18.1.6
NVIDIA Quadro FX 1400 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
NVIDIA Quadro FX 1500 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
18.1.7
18.1.8
NVIDIA Quadro FX 1700 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327
NVIDIA Quadro FX 1800 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
18.1.9
18.1.10
NVIDIA Quadro FX 3400 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
NVIDIA Quadro FX 3450 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
18.1.11
18.1.12
NVIDIA Quadro FX 3500 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
NVIDIA Quadro FX 3700 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
18.1.13
18.1.14
NVIDIA Quadro FX 3800 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
NVIDIA Quadro FX 4400 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
18.1.15
18.1.16
NVIDIA Quadro FX 4500 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
NVIDIA Quadro FX 4600 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 329
18.1.17
18.1.18
NVIDIA Quadro FX 4800 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
NVIDIA Quadro FX 5500 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
18.1.19
18.1.20
NVIDIA Quadro FX 5600 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330
NVIDIA Quadro FX 5800 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
18.1.21
NVIDIA Quadro K600 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
18.2 BlueFish444 SD Lite Pro Express . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 331
18.2.1
18.2.2
Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332
Driver Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332
18.3 BlueFish444 Iridium|SD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333
18.3.1
Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333
18.3.2
Driver Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334
18.4 BlueFish444 Epoch 2K Horizon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334
18.4.1
Configuration History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
18.5 Digital Voodoo D1 Desktop . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
18.5.1
Configuration History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335
18.6 Digital Voodoo DeepBlue LT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
18.6.1
Configuration History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
18.7 Digital Voodoo Red Devil V3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336
18.7.1
Configuration History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
18.8 DVS Centaurus II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337
18.8.1
18.8.2
Connectors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338
Supported Codecs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 341
13
18.8.3
Driver Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 341
18.8.4
Licensing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 342
18.9 Pinnacle Targa 3200 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
18.9.1
Configuration History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
18.10 LPT Controller for a Viz License Dongle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
18.10.1
To Install an LPT Controller Card . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345
14
This Administrator Guide gives details on the configuration and installation of Viz Engine. It will also
explain settings available through its configuration user interface.
The term Viz is used for the programs installed and run on the computer. This is used as a general
reference for all modes of the program:
Viz Artist (see the Viz Artist User Guide)
Viz Engine
Viz Configuration
What mode the program can run is determined from the hardware dongle attached to the machine. The
different modes and the hardware dongle are detailed in this User Guide.
15
1 New in Viz Engine 3.9
Virtual Set with 2 frames delay
UHD Support for Virtual Sets
Support for Scenarist Closed Caption (SCC) files
Matrox DSX.Core in virtualized environments
Additional uncommon frame rates for inputs and outputs
NewTek TriCaster as full video board
EAS Support for Audio Clips
Improved Low Latency
1.1 Virtual Set with 2 frames delay
The overall in-to-out delay in virtual sets is reduced to 2 frames in interlaced formats or 4 frames in
progressive formats, including UHD, when using Matrox X.mio3 or DSX LE 4 and configured Fast
Texture Mode. However, for UHD a high-performance GPU is necessary to render complex virtual sets in
time.
1.2 UHD Support for Virtual Sets
With the introduction of the low-latency infrastructure, it is also possible to run virtual sets in UHD,
making use of all features that are supported in HD studios as well. As mentioned above, a powerful GPU
is needed to render complex studios.
1.3 Support for Scenarist Closed Caption (SCC) files
To respect typical workflows to bring Closed Caption into the SDI output, VizEngine is now supporting
the direct use of externally created SCC files as source for CC, coming either from internal sources or
external partners, creating the transcription for video material. The created text files contain time codes for
the CC start and the encoded caption itself. Files are read in sync with the corresponding clip and the CC
data will then be put into VBI/VANC surfaces and played out together with the rest of the data.
1.4 Matrox DSX.Core in virtualized environments
DSX.Core enables us to acquire licenses for the Matrox core across the network using DSX.core dongles.
Whether those licenses are requested by engines running on physical or virtual machines doesn't matter.
The general implementation/integration allows the use of Matrox software modules for media processing
in virtualized broadcast infrastructures based, on the Matrox DSX.Core SDK without the use of a physical
interface (USB dongle).
1.5 Additional uncommon frame rates for inputs and outputs
Several devices, like 360° cameras, that are used in broadcast environments, don't support the standardized
resolution/frame rate combinations. As the Matrox cards are able to work with those settings, we added
the following rates to the list of available output formats:
1080p 23.976
16
1080p 25
1080p 29.97
2160p 25
2160p 29.97
2160p 30
1.6 NewTek TriCaster as full video board
The integration between Viz Engine and NewTek's TriCaster now supports up to four inputs and outputs
based on the NDI protocol. To enable the NewTek TriCaster integration, first set Check Video Card to
User Defined in the Video Board section of Viz Configuration. Then select NewTek TriCaster as the
Software I/O Mode.
1.7 EAS Support for Audio Clips
This enables the user to not only use the Text-to-Speech plugin to send Emergency Alert System (EAS)
messages, but also use audio clips, which are recorded prior to sending. Those clips can be added
dynamically. Viz Engine will then add them directly into predefined audio channels and also mute the
other channels.
1.8 Improved Low Latency
Improved low latency improves the existing Fast Texture Mode for the Matrox X.mio3 and Matrox DSX
LE 4 cards. It reduces the overall in-to-out delay to 2 frames in interlaced formats, and 4 frames in
progressive formats. All other settings stay the same, with no additional tweaks necessary. Depending on
the installed hardware and the scene requirements, it might be necessary to increase the delay to 5 frames
when running UHD (2160p) resolutions.
17
2 Introduction
This Administrator Guide gives details on the configuration and installation of Viz Engine. It will also
explain settings available through its configuration user interface.
The term Viz is used for the programs installed and run on the computer. This is used as a general
reference for all modes of the program:
Viz Artist (see the Viz Artist User Guide)
Viz Engine
Viz Configuration
What mode of program that can run is determined from the hardware dongle that is attached to the
actual machine (the different modes and the hardware dongle are detailed in this User Guide).
This Section contains information on the following topics:
Document Structure
Related Documents
Customer Feedback and Suggestions
Customer Support Request
2.1 Related Documents
Viz Artist User’s Guide: Contains information on how to install Viz Engine and create graphics
scenes in Viz Artist.
Viz Artist Script reference: Contains information on how to create scripts for a scene.
Viz Engine Plug-in SDK reference: Contains information on how to create a customized Viz plugin.
2.2 Customer Feedback and Suggestions
We encourage suggestions and feedback about our products and documentation. To give feedback and, or
suggestions, please identify your local Vizrt customer support team at www.vizrt.com.
1. Go to www.vizrt.com.
2. Click on Contact (1).
3. The Vizrt office which is nearest to your location will be shown (2), or select from the list of Vizrt
offices.
18
4. Click on ‘Contact’.
5. Complete the required details in the window that opens.
......................................................................................................................................................................
Note: If this message is for Customer Support, and their is a Support Contract in place, then
click on the ‘For support requests, please visit our support portal’ link in the message window.
......................................................................................................................................................................
6. Click on CONTACT ME.
A Vizrt representative will contact you as soon as possible.
2.3 Customer Support Request
Support Requests are supported by Vizrt if Customers have a valid Service Agreement in operation.
Customers who do not have a Service Agreement and would like to set up a Service Agreement should
contact their regional sales representative (see Customer Feedback and Suggestions).
When submitting a Support Request relevant and correct information should be given to Vizrt Support, to
make sure that Vizrt Support can give the quickest and best solution to your Support Request.
This section contains information on the following topics:
Submitting a Support Request
Content of a Support Request
To Submit a Support Request
Attach Log Files to a Customer Request
2.3.1 Submitting a Support Request
Before a Support Request is submitted make sure that you:
Read:
19
The relevant User Guide or Guides
The release notes
and Check:
That the system is configured correctly
That you have the specified hardware, tested and recommended versions
Always refer to your Vizrt Service Level Agreement document.
When completing a Support Request, add as much information as possible.
2.3.2 Content of a Support Request
The report should contain information about these topics:
Problem Description: Include a good description of what the problem is and how to reproduce it.
Remember to use simple English.
Screen Shots and Illustrations: Use to simplify the message.
System Log Files: Send the system log files (see Attach Log Files to a Customer Request).
Dump Files: Send any dump files generated from a crash (<viz data folder>).
System Viz Config File: Send the system Config file (<viz data folder>).
Software Configuration: Add exact versions of software (-build) used.
Hardware Configuration: Add exact versions of hardware used.
System Setup: Describe differences in the installation, if any, from the recommended setup.
System Network: Add a description of how the network, bandwidth, routers, and switches are
configured.
Always refer to your Vizrt Service Level Agreement document.
2.3.3 To Submit a Support Request
1. Go to www.vizrt.com.
2. Click on Support (1).
3. Click on Report a case (2).
20
4. Click on LOG IN (3).
5. Log-in to the Customer and Partner portal.
6. Click on Report a Case (4).
7. In the online form complete the required minimum information (shown by a red asterisk):
Contact: Your name
Account: Your account
Product: The product the support request refers to.
Case Type: The type of support request required
8. Click SAVE.
9. In the saved Support Case that opens, complete the various text boxes and upload any required
documents, files, etc (see Content of a Support Request).
......................................................................................................................................................................
Note: The entered text or uploaded documents / files are automatically added.
......................................................................................................................................................................
To track the status of open support tickets, log in to the Customer and Partner portal. Add
information or communicate about the cases directly with the support team.
21
2.3.4 Attach Log Files to a Customer Request
Log files can provide important information when dealing with an error situation or when diagnosing
performance issues. Viz Artist/Engine can write various log files that can be valuable when solving issues.
For more information about the log files available see the Viz Artist/Engine Log Files section.
Consult your customer representative when deciding which logs files to attach. As a general rule: the more
log files, the better. Always try to include log files for:
The actual software/hardware configuration in use, as detailed as possible.
The relevant Viz Artist/Engine log files.
The Viz Engine configuration file, or if using a dual-engine setup: the Viz Engine configuration files.
......................................................................................................................................................................
Note: The Viz Engine configuration file is a plain text file located in %ProgramData%
\Vizrt\viz3. The filename includes the host name, and numbers indicating which Engine is
used: VIZ-<hostname>-<0.0>.cfg. For example: C:
\ProgramData\vizrt\viz3\VIZ-MyHost-0-0.cfg
......................................................................................................................................................................
22
3 Software Configuration
This section details the prerequisites and supported options for the Viz Engine/ Artist installation, and
procedures on how and where to install Viz Artist/Engine.
This section contains information on the following topics:
Prerequisites
Viz Artist/Engine Folders
Supported Software
Ports and Connections
User Account Control (UAC)
Viz Artist and Engine Installation
Viz Artist/Engine Platforms
Install the Viz License
EVS Video Server Control
Dual Channel Mode
Trio Box CG Mode
Integration with Viz One
Viz Engine REST interface
Dolby E Support
3.1 Prerequisites
Environmental settings
Hardware and BIOS settings
Power management settings
User rights
Running Viz Engine and Viz Artist without administrator rights
Anti-Virus software
Viz Artist and Engine runs on the following platforms:
Viz Artist/Engine version
Operating System
3.9.0
Windows 10 (64-bit and 32-bit)
Windows Server 2012 R2Windows 7 (64-bit only)
3.8.3, 3.8.2
Windows Server 2012 R2
Windows 7 (64-bit only)
3.8.1, 3.8.0, 3.7.2
Windows Server 2008 R2/SP1 (64bit)
Windows 7 (64-bit only)
23
Viz Artist/Engine version
Operating System
3.7.1, 3.7.0
Windows Server 2008 R2/SP1 (64bit)
Windows 7 (64-bit and 32-bit)
3.6.4
Windows Server 2008 R2/SP1 (64bit)
Windows 7 (64bit).Windows XP SP3 (32bit)
For optimal performance, use the pre-installed Windows image from Vizrt. You can obtain the Windows
image files from your local support office.
The following prerequisites apply on all platforms. Applying the changes may require local administrator
access rights, new or changing group policy entries, or modifying services. Contact your local IT manager
for further instructions.
3.1.1 Environmental settings
Perform all Windows Updates, except hardware driver updates. This is especially important for drivers
related to NVIDIA and Matrox hardware, and the Sentinel Hardlock dongle drivers. In addition to this;
In Windows 7, the Aero theme must be disabled
Turn off balloon tips
Turn off windows sounds
Turn off AutoPlay
Turn off Windows Media Player Network Sharing Service
Disable Windows Defender
Set Visual Effects to Adjust for best performance. This is set in the Performance Options window;
right click the Start button and select System, then select Advanced system settings and click the
Settings button in the Performance section.
3.1.2 Hardware and BIOS settings
The following considerations must be made regarding hardware:
There must only be one active network card
Hardware must be installed, and BIOS configured, as suggested for the machine model in the Video,
Audio, Server and Graphics Card Installation chapter.
3.1.3 Power management settings
Power management and hibernation mode must set to Off. Execute powercfg -h off from the
command line to remove hiberfil.sys from the hard disk. In addition to this, set the following under
Power Options:
Never turn off display
Never turn off hard disks
24
Disable USB selective suspend setting
Set Power button action to Do nothing. This prevents accidental shutdown in case someone
presses the power button by mistake
3.1.4 User rights
The user must have special rights to run Viz Artist and Viz Engine. This can be achieved by assigning
local administrator rights to the user, or by explicitly granting the required privileges. See Running Viz
Engine and Viz Artist without administrator rights for further details.
Any hardware solution provided by Vizrt is certified for use with Viz Engine. These come with a
predefined default User that has administrator rights on the machine. The default administrator account is
as follows:
User name
Password
Account Type
Admin
vizrt
Computer Administrator
......................................................................................................................................................................
IMPORTANT! Make sure that you change this password after initial installation!
......................................................................................................................................................................
To learn more about the different user account types, refer to the Windows operating system
documentation, or visit www.microsoft.com.
3.1.5 Running Viz Engine and Viz Artist without administrator rights
There might be restrictions on user rights in some production environments. Although execution of Viz
Engine and Viz Artist normally requires local administrator rights, it is possible to manually adjust the
rights of the executing user by granting the following four privileges:
SeIncreaseBasePriorityPrivilege
SeCreateGlobalPrivilege
SeCreatePagefilePrivilege
SeIncreaseWorkingSetPrivilege
......................................................................................................................................................................
IMPORTANT! Please contact the local IT manager for further information on how this is
handled within the organization.
......................................................................................................................................................................
3.1.6 Anti-Virus software
Anti-Virus software, including end-point protection, can cause various problems such as time-out and
performance issues on the Graphic Hub database and other Vizrt machines, as every file is checked. To
avoid these problems, make sure to exclude the VizDb.exe process and the underlying Graphic Hub data
directory (default D or E drive and folder "VizGHData") in the scan/real-time settings of the Anti-Virus
software.
If any Anti-Virus software is used without the above settings, Vizrt cannot guarantee optimal
performance, or the long term stability of Vizrt products.
25
There are hundreds of Anti-Virus software packages on the market. Vizrt does not recommend the use of
any specific Anti-Virus software package or version, or give any recommendations on how to setup any
Anti-Virus software suites in relation to Vizrt software and machines.
See Also
Viz Artist/Engine Folders
Supported Software
3.2 Viz Artist/Engine Folders
This section details the location of the Viz Artist/Engine default installation and data folders.
3.2.1 Installation Folders
Because the user interface (GUI) is a 32-bit application, the GUI is installed in a 32-bit folder in Viz Artist
/Engine 64-bit installations. The default installation folders are:
Windows System
Viz Artist/Engine Platform
Installation Folder
Windows 32-bit
32 bit
C:\Program Files\vizrt\Viz3
64 bit
N/A
32 bit
C:\Program Files (x86)\vizrt\Viz3
64 bit
C:\Program Files\vizrt\Viz3\
C:\Program Files (x86)
\vizrt\Viz3Gui
Windows 64-bit
In this Administrator’s Guide, any reference to the Viz Artist and Engine installation folder, for example
C:\Program Files\vizrt\Viz3, is replaced with the text <viz install folder>.
......................................................................................................................................................................
Note: Viz Config files that already exist from a previous installation are automatically copied on
install time if the installation folder did not change. If Viz Engine/Artist is installed in a different
installation folder then Viz Config files must be manually copied from the old installation folder to
<viz data folder>.
......................................................................................................................................................................
3.2.2 Data Folders
Files which are created or modified by Viz Artist/Engine are located at %ProgramData%\vizrt\viz3,
which usually resolves to C:\ProgramData\vizrt\viz3. This folder is referenced as <viz data
folder> throughout this Administrator’s Guide, and contains, for example:
Viz Config files
Script plug-ins
Crash dump files
Temporary files are located at: %TMP%\vizrt\viz3, which usually resolves to C:
\Users\<user name>\AppData\Local\Temp\vizrt\Viz3. This folder is referenced as
<viz temp folder> throughout this User Guide.
26
Script Plug-ins are located in the <viz data folder>\ScriptPlugins subfolder.
......................................................................................................................................................................
Note: Script Plug-in files that already exist from a previous installation are automatically copied on
install time if the installation folder did not change. If Viz Engine/Artist is installed in a different
installation folder then Script Plug-in files must be manually copied from the old installation folder to
<viz data folder>\ScriptPlugins
......................................................................................................................................................................
3.3 Supported Software
3.3.1 Viz Engine Software
To run Viz Engine as a program or preview (optional) machine, the following software and configuration
is needed:
Viz Engine specifications
Category
Requirement
Software
Extra Viz Artist/Engine 2 or 3 Plug-ins (only for Viz Artist/Engine 2.
x)
Viz Engine 2.8 PL5 HotFix3, Viz Engine 3.5.1, or later
DataPool 2.10 or later
Viz World Client 12.0 or later
Optional: When used for local preview of video clips from Viz One,
Viz Engine must be installed with an MPEG-4 codec and Matroska
splitter
Hardware
License dongle
Executable(s)
viz.exe
Ports and Connections
6100 (preview and playout)
14300 (Viz Multiplexer)
50007-50010 (multiplexing)
Network access
Mapped drive to VOS still store folder
Local preview: Mapped drive to Viz Engine data root
Machines configured for local preview need an OpenGL compatible graphics card and at least 512MB of
memory (RAM) in addition to a reasonably new processor. Some graphics features on a preview machine
will not be shown exactly as on a Viz Engine renderer. This is limitations in the OpenGL features on the
graphics cards, and not related to Vizrt’s software.
27
3.3.2 Preview Server
The Preview Server option is used in situations where Viz Engine is used to provide frames for snapshot
or thumbnail generation. A typical use case would be to connect multiple Newsroom Components to a
preview server.
The Preview Server must be installed on a separate Viz Engine machine with its own license.
Category
Requirement
Software
Preview Server 1.0 or later
Microsoft .NET Framework 4
Viz Artist/Engine 2.8, 3.2, or later
Hardware
License dongle
Executable(s)
PreviewServer.exe
Ports and Connections
54000: Used to connect over http with the REST interface.
Network access
Uses the ZeroConf protocol to announce available services.
3.3.3 Viz Artist Software
The Viz Artist design machine should preferably have the same specifications as the Viz Engine playout
renderer, especially if the designers need to test performance issues on demanding scenes.
If designers are creating templates for Viz Pilot, it is recommended that Viz Pilot is installed on a separate
machine for more accurate playout emulation on Viz Engine.
To run Viz Artist, the following software and configuration is needed:
Category
Requirement
Software
Viz Engine 3.5.1 or later, or Viz Engine 2.8 PL5 HotFix3.
Viz World Client 12.0 or later.
DataPool 2.10 or later Extra Viz Artist/Engine 2 plug-ins (for Viz
Artist/Engine 2.x).
Optional: Mediaftp and fsmon are used for Viz One integration.
Optional: Viz Pilot with Template Wizard, Media Sequencer, Viz
Multiplexer and Thumbnail Generator.
Note: Viz Engine 2.8 is not compatible with Viz One.
Executable(s)
viz.exe
VizGui.exe
vizSend.exe
28
Category
Requirement
Ports and Connections
TCP: 6100 (preview and playout)
14300 (Viz Multiplexer)
50007-50009 (multiplexing).
Network access
Mapped drive to VOS still store folder and Viz Engine data root.
3.4 Ports and Connections
This section contains information on the following topics:
Port Numbers
Multiplexing Ports
3.4.1 Port Numbers
The table below lists all default server and listening port numbers that are used. It is, if possible,
recommended to run the system on a network without a firewall.
Listener
Port(s)
Descriptions and comments
Mediaftp
21
Used for video transfers from Viz
One to Viz Engine.
Viz One
22
TCP and UDP for logging in to the
Viz One operating system (service:
SSH).
Viz World Server
102
102 (TCP) is a Viz World Server
listener port for Viz World Client
connections when Server Allocator
is not in use or only has one Viz
World Server running.103 (TCP) is
a Viz World Server listener port for
configuration tool connections to the
first Viz World Server instance (as
configurations are controlled by the
first server instance).See also Vizrt
Maps.
103
Viz One
137
Used for SMB file sharing (service:
Netbios)
139
Viz One, Microsoft Bing and
Imagery on Demand
80
Web interface and client software.
SOAP port for communication with
Viz One.For download of Microsoft
Bing and Imagery on Demand
images.(service: HTTP)
8080
29
Listener
Port(s)
Descriptions and comments
Viz One
443
(service: HTTPS)TCP & UDP used
for SMB file sharing (service:
Microsoft-DS).
445
Viz One Delivery
554
Real-time Streaming Protocol
(service: TCP).
Oracle database
1521
For clients that connect to the Viz
Pilot Database.
Sentinel HASP Run-time
Environment
1947
The Sentinel HASP Run-time
Environment uses port 1947 to
communicate with local and remote
components. This relates to
Hardlock dongles used with Viz
Curious Maps.
Viz One
3080
Low resolution video and index files
(service: lighttpd).
Video servers
5250
MVCP and Xlator control port for
video servers. Note: this port is only
necessary in combination with the
video server extension (service:
AVCP).
30
Listener
Port(s)
Descriptions and comments
Viz Engine
6100
Communication ports used by
Control Applications (like Media
Sequencer) to connect to a Viz
Engine program and/or preview
channel.Viz Engine’s default
program and preview port is 6100.In
a single channel configuration
where both program and preview
output is on the same machine, the
default preview port is set to 6800 in
order to separate the program and
preview channels.
In a dual channel configuration, the
default program ports are 6100 and
6800 for channel 1 and channel 2,
respectively.In a dual channel
configuration, when used for stereo
production, the default program
ports are 6700 and 6800 for channel
1 (left eye) and channel 2 (right
eye), respectively.
6700
6800
55001-55016
56000-56007
For controlling Graphics Channels
and/or Superchannels, ports 55000550016 and 56000-56007 are used.
(can be changed in the config)
Viz Trio
6200
6200 is used for controlling the Viz
Trio client over a socket connection.
6210 is used by the Graphics Plugin to establish a connection to Viz
Trio.
6210
Newsroom Component
6220
Used by the Graphics Plug-in to
establish a connection to Viz Pilot’s
Newsroom client.
Graphics Plugin Editor
6230
Used by the Graphics Plug-in to
establish a connection to the
Graphics Plug-in Editor (on Mac).
Graphics Plugin Config
6240
Used by the Graphics Plug-in to
establish a connection to the
Graphics Plug-in Configuration tool
(on Mac).
31
Listener
Port(s)
Descriptions and comments
Ticker Service
6300
Ticker handler in the Media
Sequencer connects to port 6300 for
feedback from Ticker Service.
Ticker handler in the Media
Sequencer connect to port 6301
when controlling the ticker via a
socket connection.
6301
Viz Pilot
6484
Socket connection used for
controlling Viz Pilot using macro
commands.
Viz One
6555
Message bus port for
communication with Viz One
(service: Message bus).
Preview License server
7452
For the Newsroom Component
using an unlicensed Viz Engine for
local preview with a connection to
the Preview License server (is not
the same as the Preview Server).
Viz Pilot Data Server
8177
Used to connect over http with the
REST interface.
Media Sequencer
8580
For clients connecting to the Media
Sequencer. 8580 is specifically used
to connect over http with the REST
interface.
8594
Viz One
8080
Used for sending key frames
(service: ardok).
Gateway
10001
For DB notification events.For
Gateway controller clients.For MOS
object updates.For MOS playlist
updates.
10002
10540
10541
32
Listener
Port(s)
Descriptions and comments
Viz World Server
10100
10100 (TCP) is a Server Allocator
listener port for Viz World Client
connections, and is only used in
order for clients to get connection
details about Viz World Server(s).
The first client connection will
always be diverted to port 102. In
case of multiple server instances
port numbers are assigned according
to a predefined schema (i.e. 10101,
10102 for server instance 2 and 3
and so on). In case there is no Server
Allocator, Viz World Server will
itself switch to port 102.10100
(UDP) is a Viz World Server
listener port for Server Allocator
communication.10200 (UDP) is a
Server Allocator listener port for
Viz World Server communication.
Both UDP ports are internal ports
used between the servers.For more
information, please see the Viz
World Client and Server 11.1 User’s
Guide and later. See also Vizrt
Maps.
10200
Viz Pilot
10640
Used by Gateway to establish a
connection to Viz Pilot in order to
send and receive updates on MOS
messages (e.g. items and playlists).
Viz Engine
14300
Alternative port used to avoid
conflicts with port 6100 (e.g. when
using Viz Multiplexer). Port 6100 is
normally used by renderers that are
on air, hence, it is (e.g. when
running Viz Pilot version 4 or
Graphics Plugin towards Viz Artist
/Engine 2.x) recommended to use
another port.Port 14300 is an
optional port. The default 6100 may
also be used if the renderer is not
used on air.
Graphic Hub
19392-19396
Ports in use when connecting to
different Graphic Hub components.
33
Listener
Port(s)
Descriptions and comments
Connection Broker
21098
Connection to the Connection
Broker configuration interface (e.g.
http://localhost:21098/)
Viz Engine
Preview Server
Ports 50007 - 50009 are all
Multiplexing Ports that enable Viz
Engine to work on other scenes in
sessions that are used for preview
purposes:
50007
MUX Isolated port: All
connections to this port get its own
session.
50008
MUX Shared port: All connections
from one single host shares one
session.
50009
MUX Fixed port: Same as shared
port except that allocated resources
are never cleared from memory.
50010
Still Preview port: Enables a user
to request a preview of the next
scene to be put on air while another
scene is on air.
54000
Used to connect over http with the
REST interface.
3.4.2 Multiplexing Ports
Ports
Viz Engine
All other ports
Still Preview Port
MUX Isolated PortMUX
Shared PortMUX Fixed Port
The multiplexer functionality is an integral part of Viz Engine. When using Viz Engine a session
management takes place internally, with one default session for the GUI and internal/external commands,
and additional sessions created on-demand for the multiplexing ports or the preview port.
34
With multiplex ports, other than the MUX Still Preview port, the Viz Engine state is only switched when a
command is received, which means a new session is created; hence, ten consecutive commands from a
client will only result in one state switch on the first command.
With the MUX Still Preview port the state is switched when a command is received and immediately
switched back to the main session such that on air rendering will not be hindered in any way.
The MUX Fixed port is traditionally used by Viz Pilot Newsroom Client, and is the same as the MUX
Shared Port, except that allocated resources are never cleared from memory. To avoid memory overload,
it is recommended to clean up the Viz Engine regularly when this port is used.
The MUX Shared Port is a shared port where all connections from one single host shares one session. It is
most often used by Viz Trio and the Newsroom Client to show preview frames.
The MUX Isolated Port is an isolated port where all connections get their own session. It is used, for
example in an NLE configuration, to deliver frames to the host NLE-system when rendering or scrubbing
video clips with graphics. Using this port will also suppress bounding box commands.
......................................................................................................................................................................
Note: The MUX Isolated Port cannot be used by the Newsroom Component.
......................................................................................................................................................................
All multiplexing ports are supported by all Viz Engine versions.
3.5 User Account Control (UAC)
Since version 3.7.1, Viz Engine/Artist is UAC aware. This means Viz Artist/Engine can run when UAC is
enabled on the computer.
......................................................................................................................................................................
IMPORTANT! UAC configuration is the responsibility of the individual company’s own IT policy.
......................................................................................................................................................................
When UAC is enabled, an additional confirmation prompt will show when these items are installed or
removed:
Viz Artist/Engine
Viz One Services (Mediaftp or fsmon)
The web service for the Viz Engine REST interface
When UAC settings are modified, a reboot is required.
Viz Artist/Engine and all plug-ins shipped with the Viz Artist installer are UAC aware. However, if other
plug-ins are used, a warning message may be displayed during Viz Engine startup:
WARNING: The plugin <plugin-name.vip> may not be UAC aware. Contact your plugin vendor
for an updated version.
This warning means that the plug-in may not work correctly if UAC is enabled. For example, the plug-in
might attempt to write into the installation folder, which is not allowed anymore.
Contact the plug-in vendor for information on the UAC awareness of the plug-in.
......................................................................................................................................................................
IMPORTANT! Even though the warning shows, the plug-in is still loaded on startup.
......................................................................................................................................................................
35
Most changes result from the UAC requirement that an application must not write into the installation
folder.
3.6 Viz Artist and Engine Installation
Use the Viz Artist Bundle Installer to install both Viz Artist and Viz Engine. The bundle installer contains
Viz Artist, Viz Engine, the license dongle drivers, and all required dependencies.
This section covers the following topics:
Installing Viz Artist and Engine
Upgrading from a previous installation
To change or reinstall an existing installation
Silent installation of Viz Artist and Engine
To identify installed architecture and version
The software package is available in 32-bit and 64-bit versions. Most modern PCs should run the 64-bit
version. Install the 32-bit version only on older PCs with 32-bit architecture, or computers running a 32bit operating system.
The file name of the bundle installer indicates the architecture and software version in the following
pattern:
Name-Architecture-Major.Minor.Maintenance.Build
Where architecture can be either x64 or x86. By common convention, x64 signifies the 64-bit version, and
x86 signifies the 32-bit version.
......................................................................................................................................................................
Example: The file VizArtistBundle-x64-3.9.0.99999.exe is the bundle installer for Viz
Artist and Engine version 3.9, for 64-bit architecture platforms.
......................................................................................................................................................................
3.6.1 Installing Viz Artist and Engine
Installation of Viz Artist and Engine requires elevated permissions on the destination computer. Make sure
to log on to the computer with either an administrator account or a user account with elevated rights,
before installing the software. See Running Viz Engine and Viz Artist without administrator rights for
further details. If you install Viz Artist on a non-supported operating system platform, you will get a
warning.
Before installing the software, make sure to:
Check that your computer meets the Prerequisites for hardware and system configuration.
Decide which of the Viz Artist/Engine Platforms is suitable for your installation.
If upgrading, familiarize yourself with the information in the Upgrading from a previous installation
section.
......................................................................................................................................................................
Tip: Download the Viz Artist and Engine installer from Vizrt’s FTP server.
......................................................................................................................................................................
36
1. Run the installer. The bundle installer provides an overview of all required dependencies that will
be installed in addition to the main application. Already installed dependencies are listed as
Installed. You can collapse the selection list by clicking Settings.
......................................................................................................................................................................
Note: The bundle installer selects most features by default. Check the feature list and add or
remove features as required.
......................................................................................................................................................................
2. Scroll further down to select a custom installation location, if required.
3. Click install to complete the installation wizard. The various dependencies are installed as
required.
4. Click Finish. If something interrupts the installation, click Show log to view the installation log
files.
3.6.2 Upgrading from a previous installation
When you upgrade an existing installation to a new version of Viz Artist and Engine, observe the
following:
If upgrading an existing installation with the VizArtist.msi installation file, you will be
presented with this message:
“Viz Artist 32bit is already installed.
37
Remove the existing installation first, then restart the installer.”
Open Uninstall a program from the Control Panel, select Viz Artist and remove the existing
installation. Then run the MSI file to install Viz Artist/Engine.
Installing Viz Artist/Engine using the bundle installer will upgrade older installations. Any older
version is removed, except versions prior to Viz Artist and Engine 3.6. This is true even if you opt to
install Viz Artist/Engine in a different directory.
You can only install one version of Viz Artist/Engine per architecture. This means:
You cannot install Viz Artist and Engine in parallel with older versions.
You can install a 32-bit version and a 64-bit version of Viz Artist/Engine in parallel.
Installing the 64-bit version will not upgrade any existing 32-bit version, and vice versa.
The installer suggests installing to the previous installation folder. You may change it. The
recommended installation directories are C:\Program Files (x86)\vizrt\Viz3 for the 32bit application and C:\Program Files\vizrt\Viz3 for the 64-bit application.
The installer pre-selects all previously installed features. You may change them.
The installer does not support downgrading. Remove the currently installed version to install an
earlier version of Viz Artist and Engine.
Upgrading will not change any modified or newly added files of the old installation. For example,
files like Configuration files, Log files or additional files like customer plug-ins, remain unchanged
in their original folder.
Since Viz version 3.7.1, viz.exe no longer checks the %Program Files% folder for
Configuration files (.cfg) or Lens files (.lcb). These files must be located in %ProgramData%
\vizrt\viz3.
If the previous Viz Engine/Artist was installed in the default folder, the Configuration and Lens
files are automatically copied during upgrade from the default installation folder to %
ProgramData%\vizrt\viz3.
If the previous Viz Engine/Artist was installed in a custom folder, the Configuration and Lens
files needs to be copied manually from the old installation folder to %ProgramData%
\vizrt\viz3.
3.6.3 To change or reinstall an existing installation
Use the Viz Artist bundle installer to change or reinstall an existing installation. The installer will preselect any already installed features. Check the boxes for the components that you want to add or remove,
then click INSTALL. This will reinstall the complete software suite, repairing any damaged or
accidentally deleted files.
3.6.4 Silent installation of Viz Artist and Engine
The bundle installer does not support silent installation, which requires that you install each package
separately. Extract all packages from the bundle by adding the /dump command line option.
38
This will create a sub-folder containing all packages contained in the bundle installer. Use the
VizArtist.msi file located in this sub-folder for unattended installations. This is useful in large-scale
enterprise deployment.
......................................................................................................................................................................
IMPORTANT! The VizArtist.msi installation file does not support upgrades, and will terminate
without installing. Enable logging and specify a log file to keep track of any issues during silent
installation.
......................................................................................................................................................................
1. Run the following from a command line prompt, or save it to a batch file for execution:
@rem silent installation
@rem platformtype: standardpc, video, trioboxcg, dualchannel
msiexec.exe /i <msi\_package> /quiet PLATFORMTYPE=<platformtype>
2. Enter msiexec on the command line and press enter to see other options. Common options are:
/i: Installs or configures a product. Package: Specifies the name of the Windows Installer
package file. ProductCode: Specifies the globally unique identifier (GUID) of the Windows
Installer package.
/x: Removes a product. Package: Name of the Windows Installer package file. ProductCode:
Globally unique identifier (GUID) of the Windows Installer package.
/l, /log: Enable logging. Make sure to specify the log file name.
.................................................................................................................................................................
Example: msiexec /i VizArtist.3.9.0.99999_32bit.msi
/norestart /passive PLATFORMTYPE=standardpc -lv
installation.log
.................................................................................................................................................................
3.6.5 To identify installed architecture and version
To check if Viz Artist is a 64-bit or 32-bit installation, click on the Show License Information button:
39
In the License Information window, the platform and Viz version number show as:
Platform: Win32 (32-bit) or X64 (64-bit).
Viz Version: 3.7.XX.XXX (Win32) or (X64).
3.7 Viz Artist/Engine Platforms
Viz Artist/Engine can be installed and configured to use five different platforms. When Viz Artist/Engine
is installed select which platform is required.
When Viz Trio One Box or Dual Channel versions are installed (with two GPUs), the Control GPU and
Output GPU are selected by default. If required Viz Artist/Engine will run on one GPU only. The Control
GPU must have a display connected and will be used for Artist/Preview.
The supported platform version options are:
VGA
Video
Trio Box CG
Dual Channel
Dual Channel VGA
3.7.1 VGA
VGA is Viz Engine with VGA/DVI preview capabilities. This option has no support for any video
hardware and has no live input or output options.
This configuration can, for example, be used for a Video Wall solution, Viz Frame Servers (for Viz NLE
and Viz Pilot preview/still rendering systems).
3.7.2 Video
The Video option supports live input and output on SDI and/or IP, and typically provides one program
output (fill and key on one channel). Preview without live video is available through VGA/DVI.
40
3.7.3 Trio Box CG
Trio Box CG (Character Generator) is a Video version with, typically, one program and one preview
output (fill and key on two channels). To support program and preview output this option supports two
graphics cards (see Trio Box CG Mode).
3.7.4 Dual Channel
Dual Channel is a Video version with, typically, two program outputs (fill and key on two channels). To
support two program outputs this option supports two graphics cards (see Dual Channel Mode).
3.7.5 Dual Channel VGA
Dual Channel VGA is a Dual Channel version with additional VGA/DVI preview capabilities.
3.8 Install the Viz License
Viz Artist/Engine must have a license to operate. A license is normally acquired when the product is
purchased. To get additional or updated licenses, contact your local Vizrt representative.
......................................................................................................................................................................
Note: Some of the installed plug-ins are licensed separately.
......................................................................................................................................................................
3.8.1 To Apply a Viz License in the GUI
Use this procedure to apply a first time license, apply a new license after a license expiry, or apply a new
license before a license expires.
1. Make sure that the date and time on the computer is correct. The license is only valid for a certain
time frame.
2. Insert the License dongle.
3. Start Viz Engine or Viz Artist.
4. Open the License window:
If this is a first time license application or the license has expired, the License window will
open.
If this is a new license application before a license expiry date, click on the License
Information button.
5. Check that the Dongle ID, in the License Information text file, is the same as the System ID in the
License window.
6. Check these details:
41
6.
7.
8.
9.
10.
Check that the license string has 32 pairs of characters and that they are divided by a single
space.
Check the characters and for spaces at the end.
Copy the license string from the License Information text file.
Paste the license string in the License field of the License window.
Check that the license key has not been entered twice.
Check that the whole string is pasted.
Click Apply New License.
Restart for the changes to take effect.
3.8.2 To Apply a Viz License in Viz Configuration
Use this procedure to apply new license before a license expires.
1. Make sure that the date and time on the computer is correct. The license is only valid for a certain
2.
3.
4.
5.
time frame.
Insert the License dongle.
Open Viz Configuration.
Click on Viz License Information.
Check that the Dongle ID, in the License Information text file, is the same as the System ID in the
Viz License Information panel.
6. Check these License details:
Check that the license string has 32 pairs of characters and that they are divided by a single
space.
Check the characters and for spaces at the end.
7. Copy the license string from the License Information text file.
8. Paste the license string in the License field of the Viz License Information panel.
42
8.
Check that the license key has not been entered twice.
Check that the whole string is pasted.
9. Press <ENTER>.
10. Click Save.
11. Restart for the changes to take effect.
3.8.3 To Apply a Viz License with the Viz Console
Use this procedure to apply new license before a license expires.
1. Make sure that the date and time on the computer is correct. The license is only valid for a certain
time frame.
2. Insert the License dongle.
3. Start Viz Engine, Viz Artist or Viz Config.
4. In the Viz Console enter the text send KEY SET [full license string].
......................................................................................................................................................................
Tip: In Viz Artist or Viz Engine, click on
to view the Viz console.
......................................................................................................................................................................
5. Press <Enter>.
6. Restart Viz Artist/Engine for the changes to take effect.
3.9 EVS Video Server Control
An EVS Control Plug-in lets the Viz Engine control an EVS video server (like a tape deck over RS422).
This gives Viz Engine the ability to load and control playback of EVS video server clips.
This section contains information on the following topics:
Setup Requirements
RS422 and XtenDD35 Configuration
RS422 pin-out for the connector cable
RS422 Controller Set Up Examples
Bluestorm LP PCI card configuration
ExSys EX-1303 USB to RS422 connector configuration
3.9.1 Setup Requirements
The computer which runs the Viz Engine must be equipped with an RS422 controller that maps the
controller ports to the Windows COM ports.
The RS422 port must be connected to an RS422 remote controller port of the EVS video server.
43
The EVS player, controlled by the RS422 port, must be set up to use the protocol XtenDD35 (No
other protocol is currently supported).
3.9.2 RS422 and XtenDD35 Configuration
1. You need a RS422 controller that installs the RS422 port as a new COM port in Windows.
2. Set up the XtenDD35 protocol on the used remote port of the EVS video server.
......................................................................................................................................................................
IMPORTANT! This must be done before an attempt to connect.
......................................................................................................................................................................
3. Manually set the Windows COM port settings to:
38400 baud
8 bytes
one stop bit
odd parity
.................................................................................................................................................................
IMPORTANT! This must be set before Viz Artist is started.
.................................................................................................................................................................
4. Usually, a special RS422 cable is required to connect the controller to the EVS video server. It is
recommended to use a connector cable to connect the RS422/DB9 connector to a standard RS422
cable. The RS422 cable should work with a normal EVS video server controller.
5. Every RS422 controller has a different pin-out setting and requires a different connector cable.
The table below shows which signal of the RS422 controller must be connected to which pin on
the EVS side:
3.9.3 RS422 pin-out for the connector cable
Signal type of RS422
controller
Cable pin on EVS side
RxD B+ (in)
7
TxD B+ (out)
3
TxD A- (out)
8
RxD A- (in)
2
Sig Ref / Gnd
1
3.9.4 RS422 Controller Set Up Examples
The connection of a RS422 controller to the EVS is always different for each controller. Here are just two
examples:
3.9.5 Bluestorm LP PCI card configuration
Viz Engine side (Bluestorm
LP card)
EVS side
Signal type
Pin
Pin
44
Signal type
Viz Engine side (Bluestorm
LP card)
EVS side
TxD+
2
3
RxD+
TxD-
3
8
RxD-
RxD-
4
2
TxD-
RxD+
1
7
TxD+
Sig Ref
5
1
Sig Ref
3.9.6 ExSys EX-1303 USB to RS422 connector configuration
Viz Engine side (ExSys EX1303)
EVS side
Signal type
Pin
Pin
Signal type
TxD+
2
3
RxD+
TxD-
1
8
RxD-
RxD-
4
2
TxD-
RxD+
3
7
TxD+
Sig Ref
5
1
Sig Ref
3.10 Dual Channel Mode
This section details how to configure the Dual Channel platform of Viz Artist/Engine (see Viz Artist
/Engine Platforms).
Dual Channel is a video version with, typically, two program outputs (fill and key on two channels). To
support two program outputs this option requires two graphics cards.
Once installed and configured, open the two Viz Engine consoles and add commands as required, or use
an external application (for example Viz Trio or Viz Pilot) to control the Viz Engine.
See also the Viz Trio User Guide and Viz Pilot User Guide.
3.10.1 To Configure Dual Channel
1. Install Viz Artist and select Dual Channel mode.
Dual Channel installs and adds these icons to the desktop:
2. Open the Viz Config Channel 1 application.
3.
45
3. In Database, set Auto log in to Yes (active).
4. Click Load...
5. Select <viz install folder>/Configuration Profiles/dualchannel-0.cfg
and click OK.
6. Configure Viz Artist/Engine as required, by setting the Output Format, etc. Then click Save and
exit Viz Config.
7. Open the Viz Config Channel 2 application and repeat the above steps to configure the second
channel, using the dualchannel-1.cfg configuration file.
3.11 Trio Box CG Mode
This section details how to configure the Trio Box CG (Character Generator) platform of Viz Artist
/Engine (see Viz Artist/Engine Platforms).
Trio Box CG mode is a video version with, typically, one program and one preview output (fill and key
on two channels). To support program and preview output this option requires two graphics cards.
Once installed and configured, use Viz Trio to control the Viz Engines.
3.11.1 To Configure Trio Box CG
1. Install Viz Artist and select Trio Box CG mode.
Trio Box CG installs and adds these icons to the desktop:
2. Open the Viz Config Control application.
3. In Database, set Auto log in to Yes (active).
4. Click Load...
5. Select <viz install folder>/Configuration Profiles/trioonebox-0.cfg and click OK.
6. Configure Viz Artist/Engine as required, by setting the Output Format, etc. Then click Save and
exit Viz Config.
7. Open the Viz Config Program application and repeat the above steps to configure the second
channel, using the trioonebox-1.cfg configuration file.
46
3.12 Integration with Viz One
Viz Engine can be integrated with Viz One so that video clips can be transferred, and monitored, to and
from Viz One.
The following sections describe how to install the Transfer and Monitor services to the Viz Engine and
how to enable clip playout.
A Viz One system, which is configured to communicate with the Viz Engine, must be running during the
installation and configuration of the two services.
Administrator rights are required to complete the install (see Prerequisites).
This section contains information on the following topics:
Configure Viz Engine
To Configure the Viz Engine
Install Transfer and Monitor Services on Viz Engine
To Install the Transfer and Monitor Services
To Remove the Transfer and Monitor Services
Configure Local Preview of Video Files
See Also
Prerequisites
Viz One Administrator’s Guide
3.12.1 Configure Viz Engine
Viz Engine must be configured for the transfer and playing-out of video clips from Viz One.
To Configure the Viz Engine
1.
2.
3.
4.
5.
6.
7.
8.
9.
Open Viz Configuration.
Click on Output Format.
Select the correct output format as used in Viz One.
Click on Video Board.
Set the Viz Link option to On.
Click on Video Input.
Make sure that at least one Clip Channel is active.
Click Save.
Restart Viz Engine.
3.12.2 Install Transfer and Monitor Services on Viz Engine
The Mediaftp (file transfer) and the Fsmon (file system monitor) Services are required for Viz One a Viz
Engine to exchange data.
Both services are part of the Viz Artist installation, but must be installed (activated) or removed
(deactivated) through the Viz Configuration.
47
......................................................................................................................................................................
Note: If these Services are not required, make them unavailable when Viz Artist is installed. The
Mediaftp Service will print some feedback to the Viz Engine Console. The Fsmon Service will not.
The files for Mediaftp and the Fsmon are installed into the folders:
<viz install folder>\Fsmon
<viz install folder>\Mediaftp
Log-files are written to the folders:
<viz data folder>\Fsmon
<viz data folder>\Mediaftp
To Install the Transfer and Monitor Services
......................................................................................................................................................................
IMPORTANT! Make sure that the Clip Data Directory is set correctly before the services are
installed (see Video Board).
......................................................................................................................................................................
1. Open Viz Config.
2. Click on Viz One.
3. In the Days to keep log files field, set the number of days log files are to be kept (default is 7
days).
4. Fsmon Service Only:
a. Enter the host name of the local host.
b. Enter the host name of the Viz One Message Queue Server.
.............................................................................................................................................................
IMPORTANT! The local host name must be exactly the same string that was entered
in the Viz One as host name for the Viz Engine (it must be the exact same string as
seen beside Host on the Servers page).
.............................................................................................................................................................
5. MediaFTP Service Only: Set the transfer band width (Kbits per second), as required.
48
5.
......................................................................................................................................................................
Note: Mediaftp is installed with the -a flag. This assumes that the default Viz One user
/password combination is: vtrsync/vtrsync. Mediaftp will install, but not work, if the user
/password combination is different (see Adding a Viz Engine in the Viz One Administrators
Guide).
......................................................................................................................................................................
6. Click on Install for each required Service.
......................................................................................................................................................................
Note: Any currently installed Services must be removed before a new Service can be
installed.
......................................................................................................................................................................
To Remove the Transfer and Monitor Services
......................................................................................................................................................................
Note: When a Service is removed, the Service is made inactive. The Service is still available, and if
required again, click Install to make active.
......................................................................................................................................................................
1. Open Viz Config.
2. Click on Viz One.
3. Click on Uninstall for each required Service.
3.12.3 Configure Local Preview of Video Files
If a Viz Engine is used for local preview (for example, Viz Engine installed on a control client machine)
the FFDShow codec package and a Matroska splitter, must be installed.
......................................................................................................................................................................
Note: The procedures, detailed below, are only relevant for low resolution versions of video clips to
be previewed on Viz One. In most cases this happens when control applications, such as Viz Trio, are
used to, for example, preview a full screen clip. High resolution video clip versions do not need this
codec installation.
......................................................................................................................................................................
The following procedures will guide you through the necessary installation steps:
To Install Codecs for Local Preview
To Set a Preferred Decoder
To Register the Matroska Splitter
To Unregister the Matroska Splitter
To Configure Preview of Clips Stored on Viz One
49
To Install Codecs for Local Preview
After the FFDShow codec package has been installed:
Make sure that Viz Engine or generally no applications are excluded (there is an inclusion and
exclusion list in FFDShow)
Make sure that there are no other codec packages installed on the machine that will interfere with
FFDShow or the Matroska splitter.
......................................................................................................................................................................
Note: A license is required for clip playback as FFDShow does not come with a decoding
license.
......................................................................................................................................................................
1. Start the browser.
2. Search for and download:
The FFDShow M PEG-4 Video Decoder
.................................................................................................................................................................
IMPORTANT! Make sure a license is available to use the codec and that the 32-bit
version of the codec is downloaded
.................................................................................................................................................................
3.
4.
5.
6.
7.
The Matroska Splitter
The Windows 7 DirectShow Filter Tweaker
Remove older 64-bit versions of the MPEG-4 codec
Extract:
The Matroska Splitter, and
The Windows 7 DirectShow Filter Tweaker.
Install the MPEG-4 codec.
Set your MPEG-4 32bit decoder to FFDShow.
Register the Matroska Splitter.
To Set a Preferred Decoder
1. Run the Windows 7 DirectShow Filter Tweaker
2. In the appearing dialog box click Preferred decoders
3. Set your MPEG-4/H.264 32-bit decoder to FFDShow.
4. Click Apply & Close.
5. Click Exit.
To Register the Matroska Splitter
1. Extract the Matroska Splitter
2.
50
2. Copy the ax file to your C:\Windows\System32 folder
......................................................................................................................................................................
Note: There are two files available, one in the root folder that is used for 32-bit systems, and
one in the x64 folder used for 64-bit systems.
......................................................................................................................................................................
3. Click on Start > Run
4. Enter regsvr32 MatroskaSplitter.ax.
5. Click OK. A message box appears confirming your registration.
6. Click OK.
To Unregister the Matroska Splitter
1. Click on Start > Run
2. Enter regsvr32 -u MatroskaSplitter.ax.
3. Click OK. A message box appears confirming that it is unregistered
To Configure Preview of Clips Stored on Viz One
If the VGA version is installed, do these steps:
1.
2.
3.
4.
5.
Open Windows Explorer
Open the Viz Config file
Locate SECTION VIDEO
Set vizlink_mode = 1
Save the file
If the Video version is installed, do these steps:
1. Start Viz Config
2. Select the Video Board section and enable (On) the Viz Link option
3. Click Save.
51
3.13 Viz Engine REST interface
REST (short for Representational State Transfer) is an architectural paradigm for distributed systems,
such as web services. Broadly spoken, REST relates to HTTP in the sense XML relates to HTML; a
paradigm of the general concepts behind HTTP with some added restrictions. One such constraint is the
statelessness of the communication; which HTTP violates via cookies.
The most widely known application of REST, are web pages accessed via HTTP. Each web page is a
unique resource, accessed via it’s URL (Uniform Resource Locator) which can be operated on (for
example GET /books/dune.html). This combination of operation and URL is called a message. In
REST, a message has to be self-descriptive, meaning that all the information needed to process the
message is required to be contained within the message.
The Viz Engine REST interface can be activated by enabling Webservice in the Communication section
of Configuring Viz.
If User Account Control (UAC) is active, press Install after setting the Port. The default port for the Viz
Engine web service is 61000. After restarting VIZ, the REST interface can be accessed by navigating a
web browser to http://localhost:61000. The landing page will display the status of the Engine,
with information on which mode it is running in and its version number.
52
Once the REST interface has been activated, the complete documentation for the Viz Engine REST
interface can be accessed by navigating to http://localhost:61000/#/documentation, or by
clicking the Documentation link from the landing page.
3.14 Dolby E Support
Viz Engine is certified by Dolby for decoding Dolby E streams from the inputs into the Viz Engine, and
encoding the first eight audio channels back to Dolby E on the output.
This section contains the following topics:
Dolby E Features
Dolby E License
Dolby E Configuration
3.14.1 Dolby E Features
The Dolby E feature set in Viz Artist/ Engine is defined as follows:
Dolby E is supported on Matrox Video I/O hardware only
Dolby E is supported both as AES or embedded audio on the input and output side
Decoding of one Dolby E stream (minimum eight/maximum 16 Dolby E channels) on all inputs.
......................................................................................................................................................................
Note: The Dolby E stream (encoded in a stereo pair) must be on the first two AES or embedded
audio channels
......................................................................................................................................................................
Encoding of one Dolby E stream (minimum eight/maximum 16 Dolby E channels) on the fill output.
......................................................................................................................................................................
Note: The Dolby E signal is encoded on the first two AES or embedded audio channels on the
output.
......................................................................................................................................................................
All audio channels from the Viz timeline can be mixed, as usual, with the decoded Dolby E signal
from the inputs, and will be output together with the input audio as Dolby E
Dolby E encoding and decoding can be configured independently, i.e. it is possible to input PCM
audio and output Dolby E or vice versa
You can also have PCM audio on one or more inputs and Dolby E audio on different input and mix
them together
53
Dolby E decoding from clip channels is not supported
Dolby E License
Each Dolby E stream processed in the system requires a license
For example if there are two input signals with Dolby E and the output is to deliver Dolby E as well, two
decoder and one encoder licenses are required.
The Dolby E licenses are software licenses which reside on a software dongle and can hold multiple
licenses for one system.
3.14.2 Dolby E Configuration
This section details the set up required in the Viz Config file and GUI.
This section contains the following procedures:
To Enable Dolby E Functionality
To Set Audio in Channels as Dolby E Inputs
To Enable Dolby E Encoding
To Enable Dolby E Functionality
The Dolby E signal can be present in the embedded audio of the video signals, or on the AES inputs of the
Matrox card.
1. Open the Viz Config file.
2. Set DolbyEEnabled to 1
To Set Audio in Channels as Dolby E Inputs
The Dolby E stream must be present in the sub-channel 0 and sub-channel 1 of the input.
1. Open the Viz Config file.
2. Configure these settings as shown:
ChannelDolbyEEnabled__0 = 1
ChannelDolbyEEnabled__1 = 0
ChannelDolbyEEnabled__2 = 0
ChannelDolbyEEnabled__3 = 0
ChannelDolbyEEnabled__4 = 0
ChannelDolbyEEnabled__5 = 0
ChannelDolbyEEnabled__6 = 0
ChannelDolbyEEnabled__7 = 0
To Enable Dolby E Encoding
This enables the encoding of the first eight internal audio channel to a Dolby E stream which will be sent
to the output.
Set DolbyEOutput to 1
54
Note: Only live video inputs are supported.
......................................................................................................................................................................
To Enable Dolby E Functionality
To Set Audio in Channels as Dolby E Inputs
To Enable Dolby E Encoding
55
4 Starting Viz Engine
To start and run Viz Engine, you need to connect to an available Graphic Hub.
Viz Engine can also be started with various options included (see Viz Command Line Options ). To start
Viz Engine with an option or options, the command for that option must be added before Viz Engine startup.
4.1 To Start Viz Engine
1. Start Viz Engine
2. In the Graphic Hub login window, provide the required details:
: Select a Host from the drop-down list. You can also type the host name, if the host does
not appear in the list. This may happen if the server is on a different sub-net.
: Select a Graphic Hub from the drop-down list.
: Select a User from the drop-down list.
: Type the correct password for the selected User.
Log me in automatically: If auto log in is available, click to enable automatic log on. This
makes Viz Engine automatically connect and log on to a pre-defined Graphic Hub on startup.
3. Click Log in.
4.2 To Add a Viz Engine Startup Option
1. Right click the Viz Engine icon and select Properties.
2. In the Shortcut pane, apply a command in the Target field (see Viz Command Line Options).
......................................................................................................................................................................
Example: "<viz install folder>\3.xx.x\viz.cmd" -n
......................................................................................................................................................................
3. Click OK.
4. Start Viz Engine.
56
4.2.1 Viz Configuration
Viz Artist/Engine is mainly configured by the Configuring Viz application. All configuration settings are
stored in the Viz Config file, found in the <viz data folder>. The Viz Config file uses the machine host
name to uniquely identify which machine Viz Artist/Engine is installed on, as for example, Viz<hostname>-0-0.cfg.
Any changes to the host name will affect the Viz Artist/Engine. If a host name is changed, a new Viz
Config file is created with a default setup. The old Viz Config file is not deleted, but left unused. If
required, use the command -g <configuration file> (see Viz Command Line Options) to reassign the old
Viz Config file.
......................................................................................................................................................................
IMPORTANT! Do not use the Hash tag (#) in any folder, file or path name, as Viz Engine ignores
text following a Hash tag.
......................................................................................................................................................................
4.3 Viz Console
The Viz Console window is mainly used for debugging purposes, to display information about the running
Engine or connected Graphic Hub, and for manually sending commands directly to the Engine. The Viz
Console shows the commands that are used in communication between the Viz Engine renderer and other
components, such as Viz Artist, External Control Applications, plug-ins, and scripts.
For an overview of the available commands, open the console window and type ? or help, then press
enter. This will output a list of the available console commands. The complete documentation for the
command interface is included with the Viz installation, and can be found under
<Viz Install Folder>\Documentation\CommandInterface.
......................................................................................................................................................................
IMPORTANT! The Viz Console is case sensitive.
......................................................................................................................................................................
4.3.1 Issuing External Commands to Viz Engine via Console
External Control Applications, such as Viz Trio and Viz Pilot, communicate with Viz Engine through
External Control commands. Viz Engine supports a wide range of such commands. Any installation of Viz
Engine and Artist also come with the application Viz Send, which mimics the behavior of External
Control Applications.
57
External Commands can also be sent manually to Viz Engine through the console window, using the send
command. External commands range from loading a scene and taking the scene on air, to shutting down
Viz Engine. To issue a command to the Engine, open the console window and type send [COMMAND],
then press enter. For example, the command VERSION can be used to display the current Viz version and
build number:
send VERSIONCONSOLE: answer <Version: 3.8.2.55990>
Most commands also have a subset of commands. All commands in the Engine follow a specific syntax,
and can be passed either properties or further commands. The general syntax structure is:
[Leading flag] [Location] [Command] [Value]
Locations and commands may also have sub-locations or subsets of commands, respectively, in which
case an asterisk serves as the divider between each part. Please see the examples below for a better
understanding of how to address these.
Leading Flag: Define if Viz Engine should send a reply to the command being issued. A leading -1
indicates that no reply is required. Positive integers, including 0, serve as a command ID. This
allows an external control application to match the reply to the corresponding command request, if
several commands are sent simultaneously.
58
Location: The location can be the main object, configuration, an object ID, one of the object pools, a
container or geometry, a key-frame, a shared memory (SHM) location, a layer, and so on. In
addition, the location can be any command or property of such. In essence, anything in Viz could
serve as the location for a command.
As an example, a scene can be loaded into any one of the three layers in Viz; Back layer, Main layer
and Front layer. The layers can be addressed by name:
RENDERER*MAIN_LAYER
RENDERER*FRONT_LAYER
RENDERER*BACK_LAYER
In addition, the scene can be accessed directly by referring to the scene via its database path,
UUID, REST URL or temporary object ID:
SCENE*SceneLocation
Command: The Command part of the syntax can consist of either a property or another command.
Value: The value for the command, which can be for example a numeric value, a location or a state.
......................................................................................................................................................................
Tip:COMMAND_INFO is a very useful command, used to display help on any other command or
subset. For example, passing the command send RENDERER COMMAND_INFO will display a
list of all available properties and commands for the RENDERER command, while
RENDERER*BACKGROUND will display properties and commands for the BACKGROUND
sub-command of the RENDERER command.
......................................................................................................................................................................
Viz Engine can address locations in three ways, by either UUID, Path or REST:
UUID: Universally Unique Identifiers are always provided angle brackets, for example
<1A85AC97-00AE-E74B-A236EDA262D69908>.
Path: The full path to the item, as seen in Viz Artist.
REST: In addition to the built-in Viz Engine REST interface, Viz Engine also interprets Graphic
Hub REST URLs as part of commands. Even though the commands themselves are case sensitive,
the host names and UUIDs in REST URLs are not. The URLs may also contain special characters,
like a forward slash.
These are all valid as locations when passing commands to Viz Engine, although they change the
appearance of the command itself. Here is an example command setting an image as background
image for the loaded scene, for each location method: UUID:
RENDERER*BACKGROUND*IMAGE*IMAGE SET IMAGE*<1A85AC97-00AE-E74BA236EDA262D69908>
Path: RENDERER*BACKGROUND*IMAGE*IMAGE SET IMAGE*01_DOC_EXAMPLES/Images
/Bear
REST: RENDERER*BACKGROUND*IMAGE*IMAGE SET IMAGE*http://GH\-SERVER:19398
/image/1A85AC97\-00AE\-E74B\-A236EDA262D69908/Bear
......................................................................................................................................................................
Tip:Object IDs are temporary shortcuts created on the fly when an item is loaded into memory, and
removed when unloading the item or restarting Viz. To get an objects Object ID, pass the GET
command to the OBJECT_ID location of the object. For example: MAIN_SCENE*OBJECT_ID
GET.
......................................................................................................................................................................
59
4.3.2 Internal Commands
For ease of use, internal commands can be set to be hidden or visible. Under certain circumstances, some
plug-ins may need to send commands on every frame. This can leave the Viz Console window "flooded"
with text, leaving it unreadable. By default, internal commands are hidden, meaning these messages will
not be output to the console window. To see all internal commands by default, the Viz configuration file
must be manually edited, setting show_internal_commands to 1. During normal operation,
however, it would usually suffice to temporarily activate the output of internal commands to the console,
by clicking the
(Show Commands) icon in the Viz Artist or Viz Engine GUI. This will also make the
console window stay always on top, meaning it will not be hidden behind other full-screen applications,
such as Viz Artist or an Engine in On Air Mode.
4.4 Viz Command Line Options
You can start Viz Artist and Viz Engine with various startup options. These command line parameters
must be passed to the Viz batch file, viz.cmd, and not to the executable file, viz.exe. The table below
details the most common Viz Command Line Options. You can get a list of all available startup options,
by running viz.cmd -h or -? from the command line.
Command
Description
-3D
To playback 3D Stereo Clips. This sets Viz Artist in a special mode where
a side by side clip will be split and played out on channel A and B on the
Matrox board.Note: This is for clips only
-B <path>
Specify the path where Viz Engine stores its temporary data (see Viz Artist
/Engine Folders)
-c
Start in Viz Configuration mode (see also -u1, -u2, -u3)
-C
Start without a console.
-db user:password@server
/naming-server:port
Specify which Graphic Hub to connect to on Viz Engine startup.
password can be omitted from the argument, but user, server,
naming-server and port must always be provided.
...............................................................................................................
Example: viz.cmd -db Guest:@VizDbServer
/localhost:19396
...............................................................................................................
In the example above, Viz Engine will connect to a Graphic Hub server
called VizDbServer on the naming-server localhost at port 19396
, as the user Guest with no password.
-g <config file>
Start with a predefined Viz Config file. This allows a User to have more
than one startup option
-i
Enable pre-initialization of textures. Textures are generated on the
graphics card immediately after loading an image
-l
Specify a console title to distinguish Viz Engines in a Dual Channel setup
(example: -l <title>)
-n
Start in Viz Engine mode (see also -u1, -u2, -u3)
60
-o <scene>
-o <layer> <scene>
-t
Enables non-interactive mode for all occurrences except dongle issues and
sound driver setup.
-T
Keep the Viz Engine Console always on top
-u1, -u2, -u3(up to a maximum For systems with two or more graphic cards (i.e. Trio One Box / Dual
of 24)
Channel). Specify GPU1 (-u1), GPU2 (-u2), etc., to run Viz Artist on. See
Systems with Two or More GPUs below.
-v
Enable verbose mode. This enables all possible information to be shown
in the Viz Engine Console
-V
Legacy: Show the last rendered frame on video output (only Digital
Voodoo cards)
-w
Start in Videowall mode.
-x
Start without any GUI
-Y <path>
Specify the path where Viz Engine stores its program data (see Viz Artist
/Engine Folders)
4.4.1 Systems with Two or More GPUs
It is possible to specify which GPU Viz Engine should run on, by providing the flags -u1 and -u2 for
GPU1 and GPU2, respectively. A maximum of 24 GPUs are supported. This allows the system to run the
Engine on one GPU while running Viz Config on another, for example:
<viz install folder>\viz.cmd -c -u2
<viz install folder>\viz.cmd -n -u1
More than one Viz Engine can run on one GPU (multiple Viz Engines can not run on the GPU with
the same port number), use the formula m%n to calculate which Viz Engine instance to use (Viz
Engine defined by -u<m>). Note, however, that Viz Artist can only run on Viz Engine instance 1 (u1). Only the control GPU should have a display connected and will be used for Artist/Preview.
Formula: m%n
m = -u1/-u2/etc.
n = number of GPUs
For example, two Viz Engines:
System with 2 GPUs: Engines run on GPU2: Engine 1 (-u2) / Engine 2 (-u4)
System with 3 GPUs: Engines run on GPU2: Engine 1 (-u2) / Engine 2 (-u5)
61
When either Trio One Box or Dual Channel Viz Artist versions are installed, GPUs are selected by
default.
62
5 Configuring Viz
Viz Configuration is the configuration interface for Viz Engine and other applications that integrate with
Viz Engine.
The Viz Configuration user interface is divided in two:
Sections: Shows a list of all the sections available for configuration
Configuration Parameters: Shows all available configuration parameters for each section
Various parameters regarding the program functionality can be set in the configuration.
Viz Artist/Engine is mainly configured with the Viz Configuration. However, all configuration settings are
stored in a Viz Config file (located in the <viz data folder>). The Config file uniquely identifies the
machine that Viz Artist/Engine is installed on by the use of its host name, for example Viz<hostname>-0-0.cfg.
Any changes to the host name will affect the configuration. If a host name is changed, a new Viz Config
file is created with a default setup. The old Viz Config file is not deleted but left unused. If required, the
old Viz Config file can be reassigned with the command -g <configuration file>.
......................................................................................................................................................................
Caution: Make sure that any changes are saved before Viz Configuration is closed. Changes are not
saved and will not take effect until Viz Artist has been closed and started again.
......................................................................................................................................................................
5.1 Working with Viz Configuration
To configure Viz Artist and Engine, click the Config button in Viz Artist or start the Viz Configuration
application from the Start menu.
Viz Artist/Engine also has a selection of Installed Configuration Profiles. When the configuration profiles
are saved, only the settings that differ from the default configuration of a setup (VGA mode, Video mode,
etc.) is saved.
63
Viz Configuration adjusts its size to the current screen resolution when it opens. When running Viz
Configuration without Viz Artist, it will check the resolution and limit the size to 1430 x 750 pixels.
This is useful for high-resolution configurations, especially during Video Wall Configuration.
5.1.1 To Start Viz Configuration
Run Viz Configuration from the desktop shortcut or the Start menu.
If Viz Artist is running, click Config or press <F11>.
5.2 Modify Viz Configuration
This section details how to Save, Save as..., Reset and Load Viz Configurations.
This section contains the following procedures:
To Save the Current Configuration
To Reset the Viz Config File
To Restart Viz Configuration
5.2.1 To Save the Current Configuration
1. Start Viz Configuration.
2. Change the configuration as required.
3. Click Save.
......................................................................................................................................................................
IMPORTANT! Changes made to the resolution can affect an in use IP streaming service.
Make sure to check the IP streaming service configuration.
......................................................................................................................................................................
4. Click the Restart... button to apply the saved changes. The Viz Config file is updated.
5.2.2 To Reset the Viz Config File
The Reset button sets the configuration to default settings.
1. Start Viz Configuration.
2. Click Reset.
3. Click Restart... to apply the changes.
5.2.3 To Restart Viz Configuration
Click the Restart... button to save changes.
1. Click Restart...
2. Select from:
Current
Viz Engine w/GUI
Viz Engine w/o GUI
Viz Artist
64
Viz Config
5.3 Installed Configuration Profiles
Viz Artist/Engine is installed with a selection of Configuration Profiles. These profiles are a set of
predetermined basic settings to run Viz Artist/Engine for specific purposes, for example, Dual Channel
Mode, Trio Box CG Mode or a Video Wall Configuration.
Once loaded into the Viz Configuration, these files can be modified to refine the profile to specific needs,
which can then be saved.
The pre-installed Configuration Profiles are located in: <viz install
folder>\Configuration Profiles.
5.3.1 To Load a Pre-Installed Configuration Profile
1. Start Viz Configuration.
2. Click Load... and select Installed Profile
The correct folder opens automatically.
3. Open the required Configuration Profile.
4. Click Restart... to load the Configuration Profile.
5.3.2 To Save a Custom Profile
A Configuration Profile cannot be saved to the <viz install folder>. A UAC requirement is that an
application must not write to the installation folder (see User Account Control (UAC)). The default
location for custom Configuration Profiles is %Programdata%\Vizrt\Viz3.
1.
2.
3.
4.
Start Viz Configuration.
Change the configuration as required.
Click Save As...
Select a location to save the new Configuration Profile. The default location is %Programdata%
\vizrt\Viz3.
5. Type a name for the new Configuration Profile.
6. Click OK.
5.3.3 To Load a Custom Configuration Profile
1. Start Viz Configuration.
2. Click Load... and select Custom Profile
The correct folder opens automatically
3. Locate a saved Configuration Profile (*.cfg).
4. Open the required Configuration Profile.
5. Click Restart... to load the saved Configuration Profile.
5.4 Audio Settings
This section provides information about the following:
65
Various Tab
Channels Tab
Manual Audio Configuration
5.4.1 Various Tab
Audio Active: This acts as a global on/off switch for audio in the Viz Engine.
Ring Buffer Delay: Enable to make the audio system compensate for the ring buffer delay during
clip playout. Ring buffer is ignored when disabled.
Mute On Scene Load: When set to On, audio is muted before any scene load commands are
executed. This is necessary for video cards which do not mute the audio automatically, when no
video refresh happens.
......................................................................................................................................................................
Note: Additional commands to mute audio can be added in the Viz Config file.
......................................................................................................................................................................
Driver Mode: Affects playback of sound on the computer running Viz Engine, for audio monitoring
purposes.
None: Prohibits Viz Engine from playing out sound on the local system.
DirectSound: Use DirectSound drivers (requires DirectX). This is the recommended driver.
MCI Mode: Use MCI driver mode, for systems where DirectSound is either not available or
performs unsatisfactorily.
66
5.4.2 Channels Tab
Configurations: Shows a list of channel configurations.
Add: Adds a new channel configuration to the Configurations list.
Delete: Deletes the selected channel configuration from the Configurations list.
Name: Set the name of the selected channel configuration.
Channel Geometry: Sets the channel geometry. Options are:
Mono
Stereo
5.1
7.1
Quad
Used Channels: Set the number of configurable channel alias fields that can be mixed by the internal
channels in Viz Engine (software). On a Matrox system this number must be equal to the number of
configured input channels (hardware). This setting is independent of the Channel Geometry setting.
Reset Aliases: Set the channel aliases to the default option (the custom entry is not removed)
Out Channel 0-15: The Out Channels represent the internal Viz audio channels, which are mixed to
the output device one by one. Alias names are useful to create multilingual systems, and also to
define the channel geometry for the Default and FX audio clip mix modes. Aliases are separated by a
semicolon. The Audio plug-in only uses the channel aliases to find the correct speakers for Pan and
3D sound effects in FX mode. With this functionality any of the 16 internal audio channels can be
used to play any audio geometry.
67
To Add Multi-language Audio Channels
1.
2.
3.
4.
5.
6.
From the Channels tab, click Add.
Select the new entry from the Configurations list
Enter the new name in the Name field.
Set the Channel Geometry to Stereo.
Click Reset Aliases.
Set the number of Used Channels to 4.
This will improve the performance.
7. In the Channel 2 field, add the alias FrenchLeft.
8. In the Channel 3 field, add the alias FrenchRight.
Add the same configuration for English (EnglishLeft, EnglishRight) and German
(GermanLeft, GermanRight) on the other machines.
9. Click Save.
To Add Multiple Audio Channel Configurations
1. Repeat To Add Multi-language Audio Channels to add three more Multi-language Audio
Channels.
Name the configurations the following way:
Multi-languageF
Multi-languageE
Multi-languageG
2. Add a Multi-languageAll configuration.
3. In the Channel 1 field, add the aliases FrenchLeft, EnglishLeft and GermanLeft, then do the
same for Channel 2.
FRONT_LEFT;
Channel_0;FrenchLeft;EnglishLeft;GermanLeft;
FRONT_RIGHT;
Channel_0;FrenchRight;EnglishRight;GermanRight;
4. Click Save.
68
4.
Setup Tab
The Setup tab lists all available audio devices available to the Viz Engine audio mixer (see Audio in Viz).
All devices listed with Device0 are DirectSound compatible devices installed on the system. Device0 is
always the default playback device, configurable through Sound options in the Windows system Control
Panel.
When a Matrox card is installed, Matrox audio is available.
With Matrox audio, there are different ways to capture audio for use with the Viz Engine audio mixer,
before it is output:
1. Capture audio embedded in the live video input signal from the live input connectors.
2. Capture audio from the AES connectors.
The final output is the same, either embedded as part of the live video output signal, or separated
out to the AES output connectors.
In addition, simply loop audio through the system. This will make the embedded or AES audio
unavailable to the Viz Engine audio mixer.
The Default mode captures audio and directs it to the default onboard audio device with no output on the
Matrox card output connectors.
......................................................................................................................................................................
Note: The Matrox audio-extension board is not configurable through this user interface.
......................................................................................................................................................................
Device n: Shows the name of the audio card.
Mode: Refers to the audio mode of the Matrox board. Options are:
69
Embedded: Audio is captured from the Live video input connectors and made available to the
Viz Engine audio mixer, to mix it with other audio sources. Then output as embedded audio on
the live video output connectors.
AES: Audio is captured from the AES input connectors and made available to the Viz Engine
audio mixer, to mix it with other audio sources. Then output on the AES output connectors.
Embedded -> AES: Embedded audio is captured from the live video input connectors and
made available to the Viz Engine audio mixer, to mix it with other audio sources. Then output
on the AES output connectors.
AES -> Embedded: Audio is captured from the AES input connectors and made available to
the Viz Engine audio mixer, to mix it with other audio sources.Then output as embedded audio
on the live video output connectors.
Loop: Audio is looped through. No audio is mixed.
Default: Audio is captured, but no output on the Matrox card.
5.4.3 Manual Audio Configuration
Certain use-cases require manual configuration of audio. Make sure to create a backup of the Viz
configuration file before performing the following procedures:
To Map Audio Output for a Dual Channel Setup
1. In a Dual Channel environment there are two Config files, one for each Viz Engine.
2. For the first Viz Engine (1) the configuration of the audio output channel mappings should look
like this:
Matrox0.AudioOut1.MapToVizChannel = 0
Matrox0.AudioOut2.MapToVizChannel = -1
3. Note that the audio output for the first Viz Engine (1) should be according to the video output
channel:
Matrox0.VideoOut1.MapToVizChannel = 0
Matrox0.VideoOut2.MapToVizChannel = -1
4. For the second Viz Engine (2) the configuration should look like this:
Matrox0.AudioOut1.MapToVizChannel = -1
Matrox0.AudioOut2.MapToVizChannel = 0
......................................................................................................................................................................
Note: In a stereo setup, audio must be set to OFF in the second Viz Engine (2).
......................................................................................................................................................................
5. Mind the difference to the video output settings:
Matrox0.VideoOut1.MapToVizChannel = -1
Matrox0.VideoOut2.MapToVizChannel = 0
6. All other audio output channels should be set to off:
Matrox0.AudioOut3.MapToVizChannel = -1
Matrox0.AudioOut4.MapToVizChannel = -1
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To Manually Activate an Audio Device
1. Open the Viz Config file.
2. Go to SECTION AUDIO_CONFIG and locate the Available0 setting.
3. Activate the identified audio device (Available0) by adding its name to the AudioDevice0 setting.
For multiple outputs, more than one device can be added as AudioDevice1, AudioDevice2
and so on.
4. Save the Viz Config file.
......................................................................................................................................................................
Example: AudioDevice0= Realtek HD Audio output
......................................................................................................................................................................
5.5 Authentication
The Authentication panel is for the authentication of one or more Viz One systems on Viz Artist. Enter the
details of each Viz One system to connect to.
To save a new user, all three panelsof the Authentication panel must be completed. If a Realm is not
required, enter <empty> in the Realm panel. If only one or two panels are completed, the information
will not be saved.
Host Info: The host name of the Viz One server.
Realm: Determines if an entry should be used in an authentication process for a given URI.
User Info: Name and password for each User, for the selected Host and Realm.
See Also
Viz One Configuration panel
5.5.1 Authentication Properties
This section contains information on the following topics:
Host Info Properties
Realm Properties
User Info Properties
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5.5.2 Host Info Properties
The host name of the Viz One server (see also Fsmon (File System Monitor)).
The host info is in the form ‘host:port’, where the colon and port number are optional. An asterisk
value, '*', shows that it will be used against all hosts. The host info can be the Viz One host name or IP
address.
......................................................................................................................................................................
Examples:
Host Info = myhost.mycompany.com:8080
Host Info = 10.0.1.2:8080
Host Info = *
......................................................................................................................................................................
A Host cannot be added without at least one Realm (or an empty Realm with <empty> entered) and
one User defined
A Host can have more than one Realm
Add: Add a host name.
Change: Change a selected host name.
Remove: Remove a selected host name.
Host Info: Enter the name of the required Viz One host.
......................................................................................................................................................................
Note: Do not enter a URL as the Host Info name. The Host Info name format must be host[:
port], for example: vizone.mycompany.com:8080.
......................................................................................................................................................................
Realm Properties
Determines if an entry should be used in an authentication process for a given URI.
......................................................................................................................................................................
Example: A single value of shows that it should be used against all realms, i.e., Realm = [a-zA-Z_09] or ‘ * ’
......................................................................................................................................................................
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A Realm cannot be added to a Host without at least one User defined
A Realm can have more than one User.
Add: Add a Realm.
Change: Change a selected Realm.
Remove: Remove a selected Realm.
Realm: Enter the name of the required Realm.
User Info Properties
Name and password for each user, for the selected Host and Realm. Passwords are not mandatory.
Add: Add a user.
Change: Change a selected user.
Remove: Remove a selected user.
User: Enter the user name.
Password: Enter a password for the user, if required.
Confirm PW: Confirm the user password.
Host Info Properties
Realm Properties
User Info Properties
5.5.3 Authentication Panel Procedures
This section contains information on the following procedures:
To Add a Viz One Host
To Add a Realm
To Add a User
To Change a Host, Realm or User Name
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To Delete a Host, Realm or User Name
Do not enter a URL as the Host Info name. The Host Info name format must be host[:port]. For
example: www.mycompany.com:8080.
Only entries which consist of Host + Realm + User will be saved to the configuration file. After the
completion of the required procedures, make sure that you restart Viz Artist. Changes are not saved until
Viz Artist has been restarted.
To Add a Viz One Host
To add a Viz One Host, a Realm and a User must also be defined.
1. Enter a Viz One Host name.
2. Click Add.
3. Enter a Realm name. If no Realm is required, enter <empty>.
4. Click Add.
5. Enter the new User name.
6. Enter and confirm the password, as required.
7. Click Add.
8. Click Save or Save as...
To Add a Realm
1. Click on a Viz One Host.
2. Enter a Realm name.
3. Click Add.
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3.
4. Enter a User name.
5. Enter and confirm the password, if required.
6. Click Add.
7. Click Save or Save as...
To Add a User
1.
2.
3.
4.
5.
6.
Select a Viz One Host.
Select a Realm.
Enter a User name.
Enter and confirm a User password, if required.
Click Add.
Click Save or Save as...
......................................................................................................................................................................
Note: The password of the currently highlighted User will always show in the Password box.
......................................................................................................................................................................
To Change a Host, Realm or User Name
1. Click in the name field for either the:
Host Info
Realm
User
1. Make a change to the name as required.
2. Click Change.
3. Click Save or Save as...
To Delete a Host, Realm or User Name
If a Host is removed, any defined Realms or Users for that Host will also be removed. If a Realm is
removed, all Users for that Realm will also be removed. When the last User is deleted then the related
realm is deleted as well.
1. Make sure that the item to be deleted is highlighted (1).
2.
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2. Click Remove (2) for either the:
Host Info
Realm
User
1. Click Change.
2. Click Save or Save as...
5.6 Camera
In the Camera section, special camera behavior settings which are used for virtual studio setups, can be
set. Viz IO is used as the studio configuration and calibration tool for enabling connectivity and control
between all required studio devices such as cameras, routers, VTRs, video servers, audio mixers and other
studio equipment.
5.6.1 Camera Properties
Virtual Studio: When set to Active the tracking process will be started when Viz Engine is started
Command: Set the path to the ’.bat’ file that will start the tracking process. If a valid path is given,
Viz Engine will start Viz IO during startup.
On Air Camera: Activates the selected camera that should be used when setting the scene in On Air
mode. The camera is controlled by an external tracking device.
Stereo Mode: (license required):
......................................................................................................................................................................
Note: Stereo Mode settings only take effect when the design is taken on air.
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......................................................................................................................................................................
Off: Stereo mode is not available and can not seen in the GUI Camera Editor
Quad Buffered: When using nVisio glasses together with a monitor with a frequency >100Hz
the image for the left/right eye will be shown alternately and the glasses will darken the other
eye. This configuration provides the full resolution
Over Under Left Top/Over Under Right Top: Both images will be drawn beneath each.
Either side can be drawn first. The image height will be halved, providing half resolution
Left Eye/Right Eye: Either the left or the right eye image will be rendered for dual-channel
setups in combination with a Video Wall / Stereo Distributor. Full resolution
Side By Side Left/Side By Side Right: Both images will be rendered side by side, either left or
right first. The image width will be halved, providing half resolution
Depth of field: Define from where parameters will be taken:
Use editor: parameters for depth of field are taken from the editor
Focal plane from external: only the focal plane is taken from the external camera
All from external: all parameters are taken from the external camera
Distortion: Here you can set the lens distortion parameters for each camera individually.
Camera: set the camera number.
Distortion mode: set the preferred distortion depending on the tracking system which is used.
Available distortion modes are:
Auto
Internal
Libero
Xpecto
Radial
Stype
Trackmen
Parameter mode: set the parameter for the lens distortion, depending on the tracking system
which is used:
Auto
Lens File
Libero
Manual
Tracking Hub
See Also
Advanced Lens Distortion in the Viz Artist User's Guide.
5.6.2 EVS Epsio Tracking
EVS Epsio is an optical tracking system produced and sold by EVS Broadcast Equipment SA. When
integrated with Viz Engine, it is commonly used in combination with a Matrox board.
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The Epsio system is based on image recognition and is able to analyze a dirty feed of field-based sports (e.
g. soccer and tennis) to generate camera position, rotation and field of view information for external
render engines like Viz Engine.
As the Epsio system analyzes the video and generates tracking information for the actual camera, tracking
data is shared with Viz Engine by sending video to the Matrox’ live input. The tracking data is used to
modify Viz Engine’s virtual cameras accordingly. For the graphics designer nothing changes, except that
the camera is moved by an external source.
......................................................................................................................................................................
Note: For information on how to setup and connect the Epsio system, please refer to relevant Epsio
documentation.
......................................................................................................................................................................
To Activate Epsio Tracking for Viz Engine
1. Open the Viz Config file (e.g. VIZ-<machine name>-0-0.cfg)
2. Go to SECTION CAMERA
3. Set the evs_tracking_port entry to match the port used by the Epsio tracking system to send the
camera tracking data
If this port is set to 0, the Epsio system is deactivated
The evs_command_port is for future use and should be set to 0
4. Restart Viz Engine
Viz Engine’s EVS Epsio receiver should be ready to use.
To Activate Epsio Tracking for Viz Engine via a Command
In Viz Engine the system is activated by the following command:
-1 RENDERER*CAMERA1*EVS_TRACKING SET <delay>
<delay> tells the system for how many fields the tracking should be delayed. Usually a delay of 10 fields
is used. This can vary depending on the video card used. If <delay> is set to 0 the EVS system is
deactivated.
The following example activates Epsio tracking with a delay of 10 fields
-1 RENDERER*CAMERA1*EVS_TRACKING SET 10
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The following example deactivates Epsio tracking
-1 RENDERER*CAMERA1*EVS_TRACKING SET 0
5.7 Communication
In this section, network connections can be set. External control software, for example, Viz Trio, uses TCP
/IP network connections to send commands to the Viz Engine renderer engine (some external
communications are also through UDP). Viz Artist expects the commands at the ports which are defined
here.
The Communication panel has three tabs, Global, Shared Memory and VDCP (Video Disk Control
Protocol).
5.7.1 Global Properties
General Comm. Port: Set a general communication port for receiving external commands when in
On Air Mode. Make sure to update settings on the client side if you change the default port. The
default is port 6100 (TCP).
Additional Communication: Enables sending of commands to Viz Engine on UDP and Multicast,
or a combination of the two. Video Wall setups use this.
Udp&Multicast Port Number: Set the port number for the computers that share the same virtual IP
address.
Multicast IP Address: Set the shared virtual IP address.
79
......................................................................................................................................................................
Note: The default maximum number of TCP connections is limited to 255. Within this number
of connections, a user defined limit of maximum connections can be set.
Enable GPI: Enables initialization of supported Sealevel GPI/O devices when Viz Engine starts.
MUX Isolated Port: Port number for isolated sessions - no shared data (NLE).
MUX Shared Port: Port number for shared sessions - shared data (NLE).
MUX Fixed Port: Port number for fixed sessions - shared data, no reference counting (NLE).
Still Preview Port: Port number for still preview.
Multi Touch Input:
Server UDP: Multi Touch events are retrieved from the Viz Multi Touch Interface (see
protocol documentation, Viz MultiTouchServer). An external server application connects to the
touch device, translates the hardware messages into the Viz Multi Touch Protocol, and sends it
via UDP to Viz Artist or Engine. This triggers the internal Multi Touch events in scripts
utilizing the plug-in API.
Mouse: Enable this to use a standard mouse to test Multi Touch trigger callbacks.
Win7 Touch: Viz Artist and Engine uses Win7 Touch messages to generate Multi Touch
events.
TUIO: (Tangible User Interface Object) Select this if the touch device and/or application works
with TUIO/OSC (Open Sound Control).
Leap: Leap Motion is a hand and finger-tracking device. Activate this to receive multi-touch
events from Leap.
Win Stylus: Activates stylus pen input.
Multi Touch Port: Port number where Viz Engine listens for the multi touch server. Required for
Server UPD communication.
Multi Touch IP Address: IP address where Viz Engine listens for the multi touch server. Viz Artist
and Engine sends keep-alive messages to the Multi Touch Server. You need to enter the IP address
of this server. Required for Server UPD communication.
TUIO Port: Set the TUIO (Tangible User Interface Object) port number to communicate with a
TUIO enabled multi-touch device. TUIO is a protocol for Table-Top Tangible User Interfaces. The
default port for most TUIO applications is 3333.
Display Diagonal (inches): Used for gesture recognition. Viz Artist and Engine can calculate
transformations with momentum. For this, it needs to know the real, physical, screen-dimension to
calculate the correct animation speeds. The value is in inches.
Display Aspect Ratio: Used for gesture recognition. The real aspect ratio of the screen is required,
as some screens do not have pixel aspect ratios of 1.0.
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Frame Accurate Viz Comm.: Frame accurate commands through TCP (commands delayed by ring
buffer and specified FAVC bias). Enable only for external control that supports special frame
accurate command execution. Used with Frame Accurate Output.
FAVC Bias: Define delay in fields, in addition to ring buffer size, for frame accurate commands via
TCP or GPI. This is the bias in frames for the commands, if Frame Accurate Viz Comm. is set to
On. Allows negative values.
Command Field Dominance: States when to handle the commands sent to Viz Engine. For
example, when set to Odd Retrace Counter, Viz Engine handles all commands on odd fields.
Not valid in progressive video output modes. Options are:
Always.
Odd Retrace Counter: Execute commands at an odd retrace counter.
Even Retrace Counter: Execute commands at an even retrace counter.
Intern. Always/Extern. Odd: Execute commands internally always and externally at an odd
retrace counter.
Intern. Always/Extern. Even: Execute commands internally always and externally at an even
retrace counter.
On air Mouse Events: Set mouse events in On Air Mode to On or Off.
REST Webservice: Enter the port number for communication with the Viz Engine REST interface.
The default is 0, which deactivates the Webservice.
......................................................................................................................................................................
Note: To view the current documentation for the REST interface, go to http://localhost:<port
number>/#/documentation
......................................................................................................................................................................
Install: Enter a port number and click Install to install the Webservice.
Uninstall: Remove the Webservice.
.....................................................................................................................................................................
IMPORTANT! The Webservice does not automatically install when User Account Control
(UAC) is active. Click Install to activate the Webservice.
.....................................................................................................................................................................
Enable Logging: Enable Webservice logging to the Viz Console.
GFX Port: Set the GFX Channel starting port number (GFX2: GFX Port+1, GFX3: GFX Port+2.
For example: 55000, 55001, 55002, etc.
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5.7.2 Shared Memory Properties
Multicast IP Address: Set the address for synchronizing distributed shared memory map without a
Graphic Hub.
Multicast Port: Synchronize shared memory between all Viz Engines listening to the multicast.
UDP Port: Set the UDP listening port for the shared memory input.
TCP Port: Set the TCP listening port for the shared memory input.
Debug: Enable Shared Memory logging for UDP and TCP communication.
Master Engine IP Address: Set the IP address of the master Viz Engine which holds the complete
shared memory map (loaded during startup of Viz Engine).
Master Engine Port: Set the initializing port for the shared memory on startup (the command port
of the master Viz Engine).
Master Poll: Enable to make a Viz Engine load the shared memory map from the master Viz
Engine, through the selected communication protocol. Available options are:
Inactive
Commands
UDP
TCP
See Also
Shared Memory (SHM)
VizCommunication.Map (see the Viz Artist User Guide)
To Limit the Number of TCP Connections
Since Viz Engine 3.3, the number of TCP connections to Viz Artist can be set in the Viz configuration.
The maximum number of TCP connections is limited to 255. If set to 1, the first control application
connecting to Viz Artist/Engine will get exclusive control over Viz Artist/Engine.
1. Open the Viz Config file (for example: Viz-<hostname>-0-0.cfg).
2. Under SECTION COMMUNICATION set ‘max_tcp_connections’ to the number of TCP
connections required.
82
This setting applies to the default port (6100) and the Multiplexing Ports.
5.7.3 VDCP Properties
The VDCP (Video Disk Control Protocol) tab enables the configuration of up to eight external controllers
which can then have basic control over clip-channels and render-layers (Front, Main, Back).
Basic control is the ability to set a clip and to start, stop, pause or continue playback of a clip, or the scene
animation in the specific layer.
Controller <1 to 8>: Configure up to eight external controllers.
Each Controller has these parameters:
Enable: Make the Controller connection Active or Inactive
Protocol: Select a protocol (TCP/IP or Serial connections) for the external control device
Port: Enter a port number. This port is where an external VDCP client can connect to the specified
VDCP controller of the Viz Engine.
Mode: Select a mode:
Clip Channel: Enable the control of a selected video clip channel
Layer: Enable the control of animation in a layer
ID: Available if Mode is set to Clip Channel. Select a Clip channel (an ID (1 to 16)) to control
Layer: Available if Mode is set to Layer. Select either Back, Main or Front
5.8 Clock Formats
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In this section, twenty various digital date and time formats can be set. Viz Engine distinguishes between
uppercase and lowercase clock formats, allowing for even more customization options. Setting the clock
format using lowercase letters forces Viz Engine to display the digit even if the value is 0. By defining the
clock format using uppercase letters, Viz Engine will omit the value if it is zero. This allows the designer
to omit unused digits while still planning for their use when designing the scene.
Format 1-20: Sets and enables the clock formats that may be selected in Viz Artist during scene
design.
......................................................................................................................................................................
Tip: Add a font GEOM in Viz Artist to see how the clock formats can be used.
......................................................................................................................................................................
5.9 Database
The Database section has three tabs for setting connections to, e.g. a Graphic Hub, Failover servers and
Deploy servers.
Global Properties
Failover Properties
Deploy Properties
See Also
Graphic Hub User Guide
5.9.1 Global Properties
In this section, the Graphic Hub database connection settings are configured.
84
Host Name: Enter the name of the Graphic Hub naming service. The naming service will always be
a one to one map to the Host Name of the machine running a Graphic Hub.
Hub: Enter the Graphic Hub server name.
Port Number: Enter the listener port number for a Graphic Hub. The default port number is 19396,
and should normally not be changed.
User: Set the default user.
Additional Host Names: Enter the host name or IP address of a Graphic Hub database located on a
different subnet, to make it selectable in the log on screen database drop-down list.Multiple entries
can be added, and must be separated by a semicolon. Hosts located on different subnets will be
highlighted in turquoise in the drop-down list.
Communication Timeout Settings:
Failover Timeout (sec): Set the maximum time to wait before a fail over is initiated from the
main to the replication Graphic Hub.
Global RT Timeout (sec): Set the maximum response time for any request to a Graphic Hub.
Establishing Timeout (sec): Set the maximum waiting time to establish a connection to a
Graphic Hub.
Show Auto Log On:
Yes: Show the Auto log on check box in the Graphic Hub log on window.
No: The auto log on check box is hidden.
Auto Log On: Enable or disable automatic log on to a Graphic Hub. This will disable the log on
screen for Viz Artist/Engine.
Import by Name: Set to Yes to check for objects by name rather than by UUID. Set to No to check
by UUID.
Popup Server Messages: Enable or disable popup server messages. Disabled only works on local
host.
Date Format: Set the date format to EU (DD.MM.YYYY 13:54) or US (MM/DD/YY 01:54).
Archive Bit-Mode: Set the bit-mode in which the archive will be saved.
85
......................................................................................................................................................................
Note: For compatibility, 32-bit should be enabled if scenes will be imported to Viz Artist
versions prior to build 2310.
The following prefix settings are needed if an external control application is used that sends
commands containing certain path locations, but where the path of the files is a different one on the
Graphic Hub (e.g. because they were deployed to a specific location).
Prefix Mode: Activate the prefix mode.
Prefix Converting Info: Show the prefixed (final) paths in the console (this behaves like the
Viz Artist 2.x debug mode).
Prefix Path: Contains the prefix path string that is used for incoming commands containing
path parameters.
Transfer Buffer Size: The entered value is a multiplier for the standard buffer size of 51200 bytes
and is only for the transfer buffer size to the Graphic Hub (Graphic Hub 2.4 and above only).
Max Search Results: Set the maximum amount of search results which should show in the search
result panel (see Item Search and SmartViewSearch in the Viz Artist User Guide).
All: Show all results. To set a maximum amount deactivate All
.....................................................................................................................................................................
IMPORTANT! If All is selected this could produce a large number of search results,
which may affect the performance of Viz Artist. Vizrt recommend that All should be used
on small databases only.
.....................................................................................................................................................................
Search Date Mode: Select the results date order for Item Search and SmartView Search:
Modification: Sort search results by their modification date
Creation: Sort search results by their creation date
5.9.2 Failover Properties
To Add Redundant Servers to the Failover List
1.
2.
3.
4.
5.
Enter the Host Name of a Failover server.
Enter the Graphic Hub instance for Failover.
Enter the Port number of the Graphic Hub for Failover.
Click Add.
Use the Up and Down buttons in the database Failover list to raise and/or lower a database’s
priority in the event of Failover.
6. Click Save.
86
5.9.3 Deploy Properties
Added Deploy Servers Box: View all available Deploy Servers
Add: Add Deploy Servers (see To Add Deploy Servers)
Remove: Click to remove a selected Deploy Server
Host Name: Enter the host name of the Graphic Hub machine to deploy files to
Hub: Enter the name of the Graphic Hub instance to deploy files to.
Port: Enter the Graphic Hub listener port number
Use Prefix Folders: Set to Yes to select a source and destination folder for the deployment. Set to No
to keep the structure the same as on the source server
Prefix Folder UUID Source: Enter the source folder UUID (Graphic Hub to deploy from)
Prefix Folder UUID Target: Enter the target folder UUID (Graphic Hub to deploy to)
.....................................................................................................................................................................
Note: The Source folder must be a child folder of the Target folder.
.....................................................................................................................................................................
To Add Deploy Servers
......................................................................................................................................................................
Note: To configure deploy servers, the same User must also be logged in to the required source and
deploy servers.
......................................................................................................................................................................
1.
2.
3.
4.
Enter the Host Name of a deploy server.
Enter the name of the deploy Graphic Hub.
Enter the Port number of the deploy Graphic Hub (default is 19396).
If specific source and destination folders are required, set Use Prefix Folders to Yes.
a. Enter the UUID of the Prefix Folder UUID Source
b. Enter the UUID of the Prefix Folder UUID Target
5. Click Add.
6. Click Save.
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5.10 Font/Text Options
In this section, the font encoding can be configured.
Font encoding. Available options are:
Default: Sets the font encoding to single character interpretation (limited to 255).
Japanese Industry Standard Code (JIS): Sets Japanese industry standard code character
encoding.
Shifted Japanese Industry Standard Code (SJIS): Sets the newer Shift JIS character
encoding standard which sets aside certain character codes to signal the start of a two-character
sequence.
Extended Unix Code (EUC): Sets Extended Unix Code (EUC) character encoding that is a
multi byte character encoding system used primarily for Japanese, Korean, and simplified
Chinese.
Unicode: Sets the Unicode character encoding where every two characters are inter-operated as
one (not widely used).
UTF-8: Sets UTF-8 (8-bit UCS/Unicode Transformation Format) character encoding that is a
variable-length character encoding for Unicode.
Default Text Orientation: Sets the default horizontal text orientation. Available options are; Left,
Center and Right.
Default Text V. Orientation: Sets the default vertical text orientation. Available options are; Top,
First Line, Center and Bottom.
Default Text Direction: Sets the default text direction. Available options are; Left to Right, Right to
Left and Top to Bottom.
Font Handling: Sets the font handling. Available options are Font file or Complex script.
Font file: Sets the font kerning to Font file that is mainly used for languages written from left to
right.
88
Complex script: Sets the font kerning to Complex script. Complex script is mainly used for
languages written from right to left, or when one character is composed of one or several
Glyphs.
.....................................................................................................................................................................
IMPORTANT! With font handling in Complex Script mode, all fonts used must be
installed in Windows to avoid unpredictable text behavior.
.....................................................................................................................................................................
Advanced Import for Asian Languages: Activate this option to import fonts to be used with
special features, including vertical text and EUDC. This feature is useful for some Asian languages.
The fonts must be installed in the operating system.
Font Import: Sets the Font import. Available options are; File (Standard) and Windows (Advanced).
File (Standard): Imports and stores fonts on the database.
Windows (Advanced): Stores only the font name on the database. For this to work the font
must be installed on the Windows system where Viz Engine resides.
Blur Import: Enables blur levels for fonts used in Viz 2.x scenes. These options will make sure that
fonts imported to Viz 3.x will be recreated with all blur levels used in Viz 2.x. Available options are
Blur 1-4.
Outline Import: Enables outline levels for fonts used in Viz 2.x scenes. These options will make
sure that fonts imported to Viz 3.x will be recreated with all outline levels used in Viz 2.x. Available
options are Outline 1-3.
Calculate Max Bounding Box Size: Enables Viz Artist/Engine 3.x to calculate the bounding boxes
as they were calculated in Viz Artist/Engine 2.x. In Viz Artist/Engine 3.x a text object’s bounding
box height will increase if a capital character is entered (e.g. an umlaut (double dots)). In Viz Artist
/Engine 2.x the bounding box height was always the same and independent of the characters in the
text object. Available options are Active and Inactive. Default is Inactive (false).
Replace missing Characters with: Replaces a missing font character in a font file with a default
font character. The Unicode value refers to the decimal value of the replacement character in the
Unicode table (valid values are 0-65553). Normal usage would select a (42) or (95).
Preserve newlines/spaces: When set to Active, spaces and newlines at the end of the text will not
be removed when saving and reloading a scene. This influences bounding boxes. The default state is
Inactive.
5.11 Global Input
The Global Input settings influence the generation and handling of Six Degrees of Freedom (6DoF)
messages that can be distributed to several Viz Engines.
6DoF is used when working in 3D space in combination with special input devices such as a mouse. A
mouse uses two coordinates (xy) which Viz Artist/Engine is able to translate into three coordinates (xyz)
based on a grid.
89
Group: Define which multicast group the generated or received messages belong to. If more than
one group is to be defined, a unique Group number must be set for each group
Role: Defines how messages are generated and processed. Alternatives are; None, Master and Slave
None: Messages are only generated and processed on the local Viz Engine
Master: A Master creates messages for himself and the defined group
Slave: A Slave reads and processes 6DOF messages but is not allowed creating them
Synch. Properties: Make the synchronization of Viz Engine Scene properties Active or Inactive
5.11.1 To Synchronize Multiple Viz Engines
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
Start Viz Config on all involved render machines.
Set the same Group ID for all Viz Engines
Set Synch. Properties to Active.
Save and close Viz Configuration on all machines.
Open the Control Panel on all render machines
Deactivate all unused network connections.
Viz Engine always uses the first network connection setup by the Windows operating system
Synchronized engines work within the same network segment only because it is using
multicast, hence, it is important to use the right connection
The first connection can be determined by setting a manual metric in Windows: see
http://support.microsoft.com/kb/299540
Start all Viz Engines again.
Create a simple test scene with a geometry and the Synchronized Properties plug-in (Built Ins >
Container > Global) on the same container.
Save the Scene.
Open the Scene on all involved Viz Engines.
Move the geometry on one Viz Engine.
All the other Viz Engines will show the same object movement.
5.12 Import 3D Options
In this section, parameters which influence the import of 3D objects can be configured. There are three
different formats:
Wavefront
AutoCAD
3D-Studio
Unify Object Size: If enabled, all vertices are recalculated during import in a way that the object
center is moved to the origin (0,0,0), and the size of the object is 100 cm in its largest extent. If
disabled, all vertices retain their values as defined in the original file. An object could appear
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invisible in a Viz Artist scene because the object is translated a lot from the origin or is scaled up or
down a lot. It could be necessary to deactivate the unification to be able to recombine several
separately imported objects that must keep their size and relative position.
Face Orientation: Polygonal 3D models often do not have a consistent face orientation, but for
performance reasons, the Viz Artist renderer expects that all faces of an object point to the same
direction. If enabling this function, Viz Artist tries to rearrange the orientation of the object faces
during import.
Shading Angle: If the 3D object has no normal vector information, Viz Artist automatically
recalculates the normals from the geometry to make lighting possible. This recalculation is
influenced by the shading angle, which acts as a threshold between sharp and soft edges.
......................................................................................................................................................................
Note: A shading angle value of 60 means that an edge between two faces is considered to be a
soft edge for angles below 60 and a sharp edge above this level. 60 is the default shading angle.
......................................................................................................................................................................
5.13 Image File Name Convert
In this section, nine different replacement configurations can be set for image file names.
Replace: Define the string to be replaced
With: Define the replacement string
......................................................................................................................................................................
Example: If an image file name starts with the string Replace this part of the file name can be
replaced by the string With.
......................................................................................................................................................................
5.14 Local Settings
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Clip Data Directory: Set the clip directory (default directory is D:\ drive). Multiple directories can
also be selected (see Select Multiple Directories)
......................................................................................................................................................................
Note: This directory is also used for Viz One installations, as the root parameter for the Fsmon
and Mediaftp services (see Viz One).
......................................................................................................................................................................
Verbosity: Select content of log files, if no selection is made only the default content of the log file
will be created:
Verbose Output: Enables the most information in the Viz Engine Console.
Include Date and Time: Default content of the log file with the addition of date and time.
OpenGL Error Output (AMD): Default content of the log file with the addition of OpenGL
Error Output (AMD).
GH Debug Log: Default content of the log file including Write GH Connection Log.
Post Default Path: Set the default location of Render to Disk clips.
Network Drive Linking: Enable to allow Viz Artist access to mapped network drives on certain
systems where UAC is enabled.
Startup commands: Enter and save commands that will be executed on startup, but after the initial
setup configuration and before the main render loop activates. Examples:
FEEDBACK*CLIENT ADD localhost 2001
FEEDBACK*COMMAND ADD localhost 2001 CLIPOUT
RENDERER*MAIN_LAYER SET_OBJECT Vizrt_RD/mra/Reference/TC
/TC_DISPLAY
MAIN*DEBUG_CONTROL*RENDERINFO*PERFORMANCE SET 1
......................................................................................................................................................................
Note: Log files will be written to the <viz data folder> directory, normally c:
\ProgramData\Vizrt\viz3. This directory is by default hidden in Windows, so to navigate to this
directory in Windows Explorer specify the explicit path. For more information see Viz Artist
/Engine Log Files.
......................................................................................................................................................................
5.14.1 Select Multiple Directories
More than one clip directory can be selected.
When more than one directory path is selected in the Clip Name box, change the file path to
<clip_root>. The included directories will be parsed when executing the search, returning video clips
with file names matching the search criteria.
......................................................................................................................................................................
Example: Search for a video clip named next_tuesday.avi in D:\AEClips\AFL\Promos.
In the Clip Name box, change D:\AEClips\AFL\Promos to <clip_root>. The filename
displayed in Viz Artist should be <clip_root>\next_tuesday.avi.
......................................................................................................................................................................
......................................................................................................................................................................
Note: The directory has to match the directory set when the Mediaftp service for video transfer from
Viz One was installed.
......................................................................................................................................................................
Multiple directories can be used with:
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Dual Channel and Trio Box CG configurations, or
With any Viz Artist/Engine configuration for the selection of a secondary video clip directory if a
directory fails.
If the file path for a video clip is set to <clip_root> and the first directory fails, the same video
file will be searched for in the next directory in the Clip directory list.
If the Clip Name box is used to search for a video when multiple Clip directories are selected, the
search will default to the last used directory.
See Also
Clip Properties in the Viz Artist User Guide
5.15 Maps
Map Server: Enables or disables Viz World Server (WoS) connection for Viz World Client (WoC).
If there is a problem with the Viz World installation, an error message will be displayed next to the
Active/Inactive button.
Server: Sets the Viz World Server host.
Project: Sets the default map project that will be opened with the client application.
Available: Lists all available Viz World Server projects.
Map size: Sets the default map size that will be used with the client application.
Cache Directory: Sets the cache directory for cached maps which can be a local drive, mapped drive
or a Universal Naming Convention (UNC) path.
......................................................................................................................................................................
IMPORTANT! Make sure the Cache Directory folder is configured with read and write access
rights.
......................................................................................................................................................................
Memory (Images): Sets the number of images to keep in memory.
On disk (Days): Sets the number of days to save images on disk.
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2nd Cache Directory: Enables a second cache (see Cache above). The main purpose of the second
cache is to enable redundancy in those cases where a main cache directory is on a different computer
and for some reason fails. Another use case is to use it as a local cache to save loading time in more
complex operations. To shorten load time, copy large static files to the correct local cache folder. In
the 3D Map Setting plug-in, there is a Sync Local Cache Folder button which will copy all required
files to the local cache. Note that the second cache directory settings can only be used by Viz World
version 12.0 and later.
Priority: Sets the machine’s connection priority to the Viz World Server (Wos). Setting a number,
where 1 is the lowest and 100 is the highest you may override connection priorities set by other
machines. The configuration interface will allow you to prioritize client connections from Viz Artist
and On Air Viz Engine’s used for preview and program output. Viz Engines must be in On Air mode
for them to be prioritized. For Viz World Map Editor you can set it from its context menu. To enable
this behavior on the server side you need to enable WoS to prioritize its connections/log ins. For
more information, see the Viz World User’s Guide, Server Launcher Configuration section. If the
configuration option is not visible, add the VizWorld.ini file and set the priority.
Network Monitor: Enables you to monitor relevant network connections (server and cache folders).
If you do not monitor the network and you try to connect over a “disconnected network”, connecting
to a server or a UNC path, it will take time before the system reports back (e.g. 30 seconds or more).
Enabling network monitoring will avoid such connection issues. Note that the network monitor will
only monitor a cache folder that use a UNC path (not mounted/mapped drives). If the configuration
option is not visible you need add the VizWorld.ini file.
Attributions: Adds an attribution to the map. Alternatives are; Static and Dynamic.
Dynamic: Shows the attribution when a licensed imagery is in view and disappears when the
image is out of view.
Static: Shows the attribution as long as there is a licensed imagery in the scene.
Attribution Font: Sets the font for the attribution.
Bold: Sets the attribution font to bold.
Italic: Sets the attribution font to italic.
On Top: Places the attribution image to the top in the screen. Default is bottom.
On Right: Places the attribution image to the right in the screen. Default is left.
5.15.1 To Add the VizWorld.ini File
1. Create and save a VizWorld.ini file to the following location:
<viz install folder>\plugin\data\maps
2. Open the file and enter the following:
Monitor=1 Priority=1 Language=[my Language ID]
3. Save the file and start, for example Viz Config, to see the configurable parameters.
Monitor enables network monitoring. For more information see the Network Monitor setting
under the Maps section.
Priority sets Viz connection priority to the Viz World Server. For more information, see the Viz
World User’s Guide.
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my Language ID refers to the order of languages in your list of languages (e.g. English = 0, Arabic =
1, Hebrew = 2 and so on). For more information see the Languages setting under the Maps section.
5.16 Matrox
In the Matrox section assign Matrox Input and Output channels to Viz Engine Input and Output channels.
The GUI shows a drop down menu for the configurable parameters. The parameters available is dependent
on the installed hardware.
General Properties
VideoOut Properties
Map to Viz Channel
Fill Properties
Key Properties
Manager, Repeat and 3G Properties
VBI Properties
IP Properties
VideoIn Properties
Map to Viz Channel
Allow Properties
Key Properties
Video Properties
VBI Properties
Audio Properties
5.16.1 General Properties
The General properties panel shows information about the installed hardware.
Serial No.: Shows the serial number of the installed Matrox board.
Board Info: Shows the model and type of the Matrox board.
DSX Info: Shows the software version and driver version.
Fast Texture Mode: Activate to shorten the ’in out’ delay in Texture Mode to a minimum.
......................................................................................................................................................................
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Note: If Fast Texture Mode is set to Active, DVE will not work (see Video Clip Playout
Considerations and Video Playout in the Viz Artist User Guide).
......................................................................................................................................................................
Low Latency Mode: Enables Low Latency Mode required for Viz Opus with the Matrox X.mio3.
Applies only to hardware configurations using the Matrox X.mio3 video board. Disabled by default.
......................................................................................................................................................................
Note: Low Latency Mode is always enabled for configurations using the Matrox DSX LE 4
video board, and the setting cannot be changed for this card.
......................................................................................................................................................................
CC Extraction: Enable or disable the closed captioning extraction for Matrox X.mio3 and X.mio2+.
Print Clip Info: When activated, this setting enables printing of clip information to the console.
However, such information may cause the render loop to stall. Default mode is Inactive.
Watchdog: A timer that allows a system to continue video pass-through during an application crash
or system failure (see also Watchdog (Matrox X.mio Series) and Video Board):
Use Watchdog: When set to Active enables the Matrox X.mio watchdog feature. It passes the
input signal to the output when the Viz Engine is unresponsive. Default mode is Inactive.
When set to Active, video out set to off, will activate the after a given timeout (see Timeout)
(see also ).
Timeout: Set the time, in milliseconds, until the watchdog takes over control. This value
should not be smaller than the time of two fields/frames. Default value is 999 milliseconds.
.....................................................................................................................................................................
Note:Use Watchdog and Timeout can also be set and changed in Video Board.
.....................................................................................................................................................................
Genlock:
Use Flywheel: When activated, the Matrox board adopts a tracking mode if the genlock signal
is interrupted or lost that maintains the signal frequency until the source genlock signal is
regained. Default mode is Active.
Max Recovery Time: Represents the time in milliseconds (ms) provided to the flywheel to
attempt to regain the genlock before an abrupt jump to the locked state is performed. Default
value is 15.
Max Unclock Time: Represents the time in milliseconds (ms) provided to the flywheel to
remain in the unlocked state before switching to the free running state. Default value is 15.
5.16.2 VideoOut Properties
In the VideoOut panel select which Viz Artist/Engine Output is mapped to the selected Matrox Output.
The VideoOut panel shows the mapped Viz output channel and its editable parameters.
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Map to Viz Channel
Map to VizChannel: Select which video out channel is mapped to the selected Matrox video out
channel. Select an Output channel from the drop-down menu. Only channels not already in use are
shown. On single channel configurations, VideoOut A is usually mapped to Program, and
VideoOut B to Preview. On Dual Channel configurations, the first channel maps VideoOut A to
Program, and the second channel maps VideoOut B to Program.
Unused: Do not map this Matrox channel for output.
Program: Map the Program output to the selected video output of the Matrox card.
Preview: Map the Preview output to the selected video output of the Matrox card.
Clean: Output video without overlay graphics. Clean mode enables and activates a second
output feed. This feed consists of DVE video content without any graphics and video textures:
only live video, clip video, IP input, streaming input. This stream also includes a separate audio
mix corresponding to the video only, excluding stage audio such as audio clips, plug-in audio,
text-to-speech, etc., from the clean feed audio mix. If Watchdog functionality is required,
VideoOut A must be mapped to Clean, and VideoOut B to Program. Requires Matrox X.
mio3, X.mio3 IP, or DSX LE4.
Fill Properties
Allow Super Black: Determines whether or not to clip an output video signal that is under 7.5 IRE
units. Default mode is Inactive.
Allow Super White: Determines whether or not to clip an output video signal that is over 100 IRE
units. Default mode is Inactive.
The colorimetry tables for SD (ITUR-BT 601) and HD (ITUR-BT 709) define a color conversion
from YUV with the range of 16-235 to RGB with the range of 0-255. Values above 235 are Super
White and values below 16 are Super Black. As Super White and Super Black pixels are outside the
range of 1-byte RGB, these pixels will be clamped to the normal 16-235 YUV range when used in a
texture.
97
Allow Chroma Clipping: Determines whether or not to clip over-saturated chroma levels in the
active portion of the output video signal. Default mode is Inactive.
Digital Edge Sharpening Filter: Applies an edge sharpening filter to digital output video. Default
mode is Inactive. SD configurations only.
Key Properties
Watchdog Key Opaque: Specifies if the output key must be opaque or transparent when the
watchdog unit activates. Default mode is Inactive.
Allow Super Black: Determines whether or not to clip an output video signal that is under 7.5 IRE
units. Default mode is Inactive.
Allow Super White: Determines whether or not to clip an output video signal that is over 100 IRE
units. Default mode is Inactive.
......................................................................................................................................................................
Note: Please see the description about allowing Super White and Super Black in the Fill
Properties section above.
......................................................................................................................................................................
Allow Chroma Clipping: Determines whether or not to clip over-saturated chroma levels in the
active portion of the output video signal. Default mode is Inactive.
Apply Offset: Applies an offset to the luminance values such that the inverted result still falls within
the 16-235 range. Default mode is Inactive.
Downscale Luma: Compresses the luminance range of the output key signal from 0-255 to 16-235.
Default mode is Active.
Invert Luma: Inverts the luminance part of the output key signal (inverts the key). Default mode is
Inactive.
Manager, Repeat and 3G Properties
Manager Size (frames): Sets the number of frames available in the on-board memory for output. A
too high value may cause memory problems on the Matrox board. Default value is 3.
Repeat Mode: Defines the way the output should be repeated if Viz Engine is stalled and does not
update the output. Default mode is Field. Available modes are:
None: Does not repeat. Output goes black.
Field: Repeats the last played field.
Frame: Repeats the last played frame.
3G Level B: Activates Level B for 3G mode in 1080p 50/60/60M (default mode is Level A).
VBI Properties
Use this switch to enable or disable VBI (Vertical Blanking Interval) in the output:
Active: Enable VBI output
Inactive: Disable VBI output
IP Properties
These configuration settings are specific to the Matrox X.mio3 IP video board, and will be inactive if such
a board is not installed.
98
Source IP Address: Sets the IP address of the particular SFP being configured.
Source UDP Port: Sets the UDP port of the particular SFP being configured.
Destination IP Address: Sets the destination IP address. If sending to another Viz Engine with a
Matrox X.mio3 IP board, or the other SFP on the local machine, this must be a multicast address in
the IP Multicast address range, such as 224.10.10.31 or 239.10.10.51.
Destination UDP Port: Sets the destination UDP port.
5.16.3 VideoIn Properties
The VideoIn tab shows the mapped Viz Artist channel and every setting of the input channel which can be
controlled.
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Map to Viz Channel
Set which video in channel is mapped onto this Matrox video in channel. The drop-down gives a
choice between the available channels. Only the channels not already taken are shown.
Unused: Do not use this Matrox channel for video input
Video <1 to 8>: Captured input is available in Video1.
.....................................................................................................................................................................
Note: On a single channel configuration VideoIn A is usually mapped to Video1 and
VideoIn B to Video2 and so on whereas for a Dual Channel configuration usually the first
channel maps VideoIn A to Video1 and the second channel maps VideoIn B to Video1. In
this case both the first and the second channel have one video input configured, namely
Video1.
.....................................................................................................................................................................
.....................................................................................................................................................................
Note: When running a machine with two graphics cards (i.e. a Dual Channel or Trio Box
CG setup) video inputs are hardware resources on the Matrox board, that cannot be shared.
If one input for both Viz Engine instances is required, split the signal and apply it to 2
video input connectors.
.....................................................................................................................................................................
Allow Properties
Allow Super Black: Determines whether or not to clip an input video signal that is under 7.5 IRE
units. Default mode is Active.
Allow Super White: Determines whether or not to clip an input video signal that is over 100 IRE
units. Default mode is Active.
Allow Chroma Clipping: Determines whether or not to clip over-saturated chroma levels in the
active portion of the input video signal. Default mode is Inactive.
Key Properties
Contains Alpha: Enables/Disables use of alpha component.
......................................................................................................................................................................
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Note: This switch is only enabled on input channels where capture with alpha is supported.
......................................................................................................................................................................
Key Apply Offset: Applies an offset to the luminance values so that the inverted result still falls
within the 16-235 range.
Key Upscale Luma: Expands the luminance range of the input key signal from 16-235 to 0-255.
Key Invert Luma: Inverts the luminance part of the key signal (inverts the key).
Shaped: Enables/Disables capture in shaped format.
Video Properties
Manager Size: Sets the number of frames available in the on-board memory for capturing. This
value is influenced by the input delays specified in the parameters below and will automatically be
adjusted if it is too low. A too high value may cause memory problems on the Matrox board. Default
value is 6.
Streaming Size: Not in use.
Texturemanager Size: Defines the size of the texture buffer in frames. Default value is 8.
Video Delay DVE: Sets the number of frames the live input should be delayed before it can be used
as a DVE layer. Default value is 0 (Off).
Video Delay Texture: Sets the number of frames the live input should be delayed before it can be
used as a texture in the scene (default value is 4 (this is the minimum value, the maximum value is
50).
......................................................................................................................................................................
Note: X.mio2 and DSX.LE3 minimum delay is 4, and the X.mio2 Plus minimum delay is 1.
These values are for the hardware and cannot be decreased. If set to below the minimum value in
the GUI the engine will reset to the minimum value.
......................................................................................................................................................................
......................................................................................................................................................................
Note: For certain input resolutions these minimum values are not sufficient and need to be
increased. The the Viz Engine installation provides configuration templates for each video
resolution.
......................................................................................................................................................................
RP188 Enable: Enables capturing of SMPTE RP 188 extra information such as LTC and VITC.
Default is Inactive.
Repeat Mode: Determines the behavior of the video input in case of capture drops. Options are:
None: Does not repeat. Input goes black.
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Field: Repeats the last field.
Frame: Repeats the last frame.
3G Level B: Activates Level B for 3G mode in 1080p 50/60/60M (default mode is Level A).
VBI Properties
Enable: When set to Active this setting will enable VBI for this channel. Default is Inactive.
......................................................................................................................................................................
Note: If the input resolution is different from the output resolution it is impossible to activate
since can only be inserted if the resolutions are the same.
......................................................................................................................................................................
Start Line: Defines at which line on the input the VBI section will start. Default value is 0 (Off).
The minimum VBI values are (as for VideoOut):
NTSC: 7
PAL: 6
720p: 7
1080i: 6
Delay DVE: Sets the number of frames the VBI should be delayed before the clip can be used in
DVE mode (Default is 0 (Off)).
Delay Texture: Sets the number of frames the VBI should be delayed before the clip can be used in
texture mode. Default is 0 (Off).
Audio Properties
Audio: When set to Active this setting enables audio capturing on this channel. Default mode is
Active.
Channels: Sets the number of audio channels to capture (see also Audio in Viz).
Default number of channels are 2. Available channel options for AES on X.mio are:
None, 1, 2, and 4.
For AES on X.mio2/X.mio2 Plus and for Embedded the channel options are:
None, 1, 2, 4, 8, and 16.
Delay DVE: Sets the number of frames the audio should be delayed in DVE mode before it can be
mixed to the output. Default value is 4.
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Delay Texture: Sets the number of frames the audio should be delayed in texture mode before it can
be mixed to the output. Default value is 4.
5.17 Memory Management
Application memory management involves supplying the memory (main memory and graphic card
memory) needed for a program’s objects and data structures used for in-memory objects such as images,
fonts and so on from the limited resources available. Memory management also recycles memory for
reuse when required and appropriate.
......................................................................................................................................................................
Note: Using the 64-bit version of Viz Engine on hardware that supports it with sufficient memory
(>4GB RAM) can in many cases help performance and is generally recommended.
......................................................................................................................................................................
In the Memory Management section of the configuration you can give detailed hints to the Viz Engine
how memory should be handled:
Free Image Data: When enabled (On-Air or Always), then image data is freed after texture creation.
......................................................................................................................................................................
Note: If there are modifications done to an image, then its texture will be rebuilt a lot faster if the
data already lies in the main memory (instead of re-loading it from the database).
......................................................................................................................................................................
No: Disables the Free Image Data option. This option is faster, but requires a lot of memory.
On-air: Frees image data when in On Air mode, but not in Viz Artist mode.
Always: Frees image data every time after the texture was created. This option saves a lot of
memory but is slower in case of texture rebuilds.
Free Images: When enabled (On), then unused images (i.e. not referenced in a loaded scene) are
removed from the Image Pool (main memory and graphics card memory).
Free Fonts: When enabled (On) removes unused fonts from the Font Pool.
Free Memory Threshold (MB): If set to greater than zero (>0) then Viz Engine tries to
automatically unload unused Pool objects until the specified amount of main memory is free again.
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Delayed Object Cleanup (min): Set the delay to clean up pool objects. Default: 0 minutes which
effectively disables the delayed clean up. If set to a value greater than 0, objects do not immediately
get deleted when unloaded from the renderer, and keeps objects in memory for subsequent use.
While this improves performance for certain scenarios, it increases the memory footprint of Viz
Engine.
Preload Textures: When enabled (On), all images which are to be loaded with a Scene (they do not
need to be rendered) are loaded as textures to the graphics card too. This eliminates the texture
creation time during rendering afterwards (e.g. useful when initializing a show or a playlist). Default
is disabled (Off).
Free Now: Frees the selected unused Pool objects (Scenes, Geometries, Images, Fonts or All)
from the memory.
Spawned Process Threshold: Sets the maximum number of child processes spawned by Viz. If the
number of child processes exceed the set value, a pool cleanup is automatically triggered. When set
to 0, automatic cleanups are disabled. The default value is 0.
5.18 Multiview
The Multiview feature provides the possibility to show a preview of channels (including live and clips)
and do the actual rendering of the program on the same system. The channel preview is shown in a
separate window.
The Viz Opus system utilizes Multiview for preview, providing an efficient and cost-effective “TV in a
Box” solution.
Two GPUs are required for this setup. One GPU is used for rendering and the other one to show the
preview. This to make sure the Engine rendering is not affected by the preview window.
Multiview is disabled by default, but can be enabled by editing the Engine configuration file and changing
the Multiview configuration setting to set enable_media_preview = 1. Follow these steps:
Locate the Viz Engine configuration file, normally in C:\ProgramData\vizrt\viz3. For
security, copy the configuration file to a backup location before making changes.
Change the following entries as appropriate and make sure to save the configuration file as a textfile. The Viz Engine needs to be restarted for the changes to take effect.
## Enable multiview feature. Disabled by default.
enable_media_preview = 1
## Set the GPU on which Multiview should be executed. (one based)
media_preview_affinity_gpu = -1
## Set the update frequency for Multiview.
media_preview_update_freq = 1
Parameters:
enable_media_preview = 0 or 1 (1 = enabled, 0 = disabled)
media_preview_affinity_gpu = -1 (-1 for preview not enabled. If enabled: 1 = GPU1, 2
= GPU2 and so on)
media_preview_update_freq = 1 (Refresh rate. E.g. 1 means that one preview channel is
updated every render cycle.)
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See Also
Viz Opus information (external link)
5.19 Path Aliases
In this section, up to five favorite archive and ten import paths can be set. These are accessible through
Viz Artist’s Archive and Import panes.
Name: Sets the path alias name for the archive or import path.
Path: Sets the archive or import path which can be a local drive, mapped drive or a Universal
Naming Convention (UNC) path.
......................................................................................................................................................................
IMPORTANT! Make sure the archive folder is configured with read and write access rights.
......................................................................................................................................................................
5.19.1 To Add a Path
1. Enter a descriptive name in the Name field
2. Enter a path in the path field, or click the Browse button to navigate and select a path.
3. Assign a type. Options are:
Fonts
105
3.
Images
Geometries
Scenes
Audio
Archives
Videos
Substances
In this way, when clicking on an alias before a file is imported, the import window
automatically opens the designated folder and switches to the assigned type.
4. Click Save.
5.20 Output Format
In this section, the output format of the rendering engine can be set. All video hardware configurations are
hooked to the video standard set as output format. This setting defines the frequency (frame rate) at which
Viz Engine is running.
106
For PAL and NTSC, the aspect ratio of the format can be set to 4:3 (standard TV) and 16:9 (wide screen
TV). Fullscreen sets the output format to the screen size on the current machine. Fullscreen also allows
the modification of the frame rate setting, but not other settings. UHDTV and 4K is supported (see
UHDTV and 4K Support ). UHDTV and 4K formats will be displayed if the system hardware supports it.
When the User Defined option is clicked on it opens a panel below the output format list. The user
defined output format can be used to fit the requirements of multi-pipe systems, such as a video wall. The
multi-pipe settings can be configured in the right part of the editor.
Setup of multi-pipe systems should be performed by experienced system engineers. For more
information, please contact your local Vizrt representative.
X: Sets the horizontal alignment in pixels on the screen. Value is calculated from top left of the
screen.
Y: Sets the vertical alignment in pixels on the screen. Value is calculated from top left of the screen.
Width: Sets the width in pixels.
Height: Sets the height in pixels.
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Frame: Sets the refresh rate/frequency per frame in hertz (Hz).
Aspect: Sets the aspect ratio. For example 1.778:1 which is 16:9 or 1.333:1 which is 4:3.
......................................................................................................................................................................
Note: Make sure that the physical refresh rate of the graphics hardware and the video hardware
is configured correspondingly.
......................................................................................................................................................................
There are 3 frequency groups/families; 50, 59,94 and 60 Hz. This defines the output format, and how
fast Viz Engine operates. The frequency is the same as frames per second. This will also define the
input format that is allowed; hence, an NTSC SD input cannot produce a PAL SD output, but an HD
input with the same frequency as the SD output would work.
5.20.1 UHDTV and 4K Support
UHDTV and 4K resolution is currently supported on Matrox X.mio3 and DSX.LE3/4KO.
For most usages X.mio3 is currently the recommended video board, for details and configuration
settings see Matrox X.mio3.
For UHDTV and 4K output please carefully observe these requirements:
UHDTV (3840x2160) is supported on DSX.LE3/4KO and X.mio3.
4K (4096x2160) is supported on DSX.LE3/4KO only (DSX.LE3/4KO does not support any
other resolutions).
3G Level B for UHDTV is supported on DSX.LE3/4KO and X.mio3. 3G Level B for 4K is
supported on DSX.LE3/4KO only.
To output fill and key in UHDTV and 4K on a DSX.LE3/4KO two video boards are required.
One board will provide fill, the other board provides the key. X.mio3 with at least 8 outputs
will support fill and key.
UHDTV and 4K setups always need correct genlocking. When two DSX.LE3/4KO video
boards are used both boards need to be genlocked to the same sync source.
Inputs are not yet supported in UHDTV and 4K.
5.21 Plugins
The Plugins panel lists all installed plug-ins recognized as valid. To display all information correctly, you
must open Viz Config from Viz Artist, as the plug-ins are not actually loaded in the Viz Config standalone
application. However you can still enable or disable the loading state.Some unlicensed plug-ins will not
load, while others will. In the latter case, a watermark will be shown.
Viz Artist/Engine does not load inactive plug-ins during run-time. If a scene uses a plug-in that is
deactivated, Viz Artist/Engine is unable to activate it without restarting.
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Plug-in categories are:
Geometry
Container
Scene
Shader
Fontstyle
RenderToDisk
Inactive
For detailed information about the various available plug-ins, see the Viz Artist Use Guide in these
sections:
Geometry Plug-ins
Container Plug-ins
Scene Plug-ins
Shader Plug-ins
All plug-ins can individually be activated or deactivated. If a plug-in is inactive it will not be loaded at
startup. All inactive plug-ins are listed under the Inactive panel.
Click the drop-down menu to select a plug-in category.
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See Also
Viz License Information
5.22 Render Options
In this section, the following render options can be set:
Keep Editing Aspect: Influences scene designs in Viz Artist mode. Options are:
Off: Scenes are only shown in Anamorphic wide-screen in the 4:3 VGA render window.
Editor: Scenes are shown using a letter-box format during scene editing giving designers the
option to set a user defined camera aspect ratio (under Scene Settings -> Rendering). On Air
and Viz Engine modes are not affected.
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No Video: Scenes are shown using a letter-box format as long as the video out is inactive. If
video out is active scenes are shown in Anamorphic wide-screen in Viz Artist mode.
Resize GUI: Increases the renderer window when editing 16:9 scenes to 16:9 format. On-Air
and Viz Engine modes are not affected.
Render Method: Set the use of Display Lists, VBO (Vertex Buffer Object), or Off:
Off: Geometries have to be redefined in each render step.
Display Lists: Used to buffer the geometry definition, which can then be drawn faster. The
display list only needs to be updated if the geometry or its parameter changes.
VBO: Vertex Buffer Object is the default Render Method. Filling a VBO is faster than creating
a display list, which means VBO can give a performance boost if there are several geometry
changes or rebuilds in a Scene design. VBO is a required setting for object background loading
(see Background Loading in the Viz Artist User Guide).
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Note: When rendering transparencies, the output from VBOs and Display Lists may differ
slightly. Because of this, the render method will fall back to Display Lists in objects with
transparency properties, for compatibility reasons.
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Extended Color Space: Not in use.
Full Scene AA: Sets the hardware Anti-aliasing (provided by the graphics card). Options are:
None
4 Samples
8 Samples
16 Samples
Fill Mode:
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Note: If using a Matrox X.mio2 card, any adjustments to the Fill Properties will have immediate
effect during operation. For the X.mio2+ and X.mio3 video boards, Viz Engine will need to be
restarted for the changes to take effect.
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Direct: Unmodified fill output.
Unshaped: Brightened fill when AutoKey is enabled.
Shaped: Fill is pre-multiplied with key.
Use Fill Mode (for Post Production and NLE):
Active: Use Fill Mode for Post Production and NLE.
Inactive: Fill mode is not used for Post Production and NLE.
RGB to YUV: Enables color conversion either in the Shader or on the Matrox board. When alpha on
the output is turned off on systems with either the Matrox X.mio3 in Fast Texture Mode or the
Matrox DSX LE4, RGB to YUV must be set to Shader. In all other cases, the recommended setting
is Matrox.
On Air Mouse Cursor: Enable a mouse cursor when in On Air mode and using interactive
applications. Should be disabled for Video Wall and when DVI out is enabled.
Execute All Animations: When deactivated this setting will enable Viz Engine to only animate
visible objects. Default is Active.
Frame Counter: Select the Frame Counter type for animations. This setting takes effect for
Standard-PC versions, that use NVIDIA cards and drivers:
Incremental: Increases the field counter with every field (smooth animations).
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OpenGL: Tries to requests the retrace counter through OpenGL. If not possible, due to driver
or hardware problems, it falls back to the Incremental mode.
System: Uses the internal CPU clock.
Incremental Video Wall: In a Video Wall environment, with more than one Viz Engine, the
animation on all Viz Engines should advance simultaneously (by incrementing the frame
counter based on the elapsed time between render steps). If a Viz Engine runs slower than realtime, the next frame, or frames, will be skipped to catch up with the Viz Engines running realtime.
Frame Speed: Enable Viz Artist/Engine to run at a slower rate than the actual refresh rate
(determined by the screen speed with the use of a g-sync card). This is relevant for Video Wall
applications when the scene (e.g. interactive scenes) cannot run real-time (resource intensive), which
means that all participating computers are synced to a lower speed. Running at 30Hz (screen speed
60Hz divided by 2) can be acceptable, however, this will affect the animation quality (animation will
not be as smooth).
Force Ringing Filter Off: Set active to overrule ringing filter (forces it off). Forcing ringing filter
off can enhance performance at the cost of possibly introducing visual artifacts, typically bands or
edges near edges. It is advisable to keep the default value.
Image Combining: In a Texture Editor (see Texture Editor in the Viz Artist User Guide) it is
possible to set a second texture which will be used for the image combining. The Texture Editor
offers two possible modes: The first mode uses the second image as an alpha channel, whereas the
second mode defines a blend between the two textures. Configuring Image Combining to Software
enables the combination to be calculated entirely on the CPU. Configuring Image Combining to
Multi Texturing enables the combination to be calculated on the graphics card for combining or
blending the two images. In this case the texture creation is faster and memory will be saved as well.
Default is Software. If there are performance or memory issues, especially with scenes imported
from Viz Artist/Engine 2.x, it is recommended to change this setting to Multi Texturing.
Key Render Mode: This configuration is used when the Key Render Mode (see Global Settings
in Scene Settings (see the Viz Artist User Guide)) is set to Config, and determines how the key
should be rendered:
Double Pass: Uses two rendering steps as in older 3.x versions. Double Pass should be used for
old 3.x scenes for not breaking compatibility, for new scenes Single Pass should be used as it is
faster.
Single Pass: Uses one rendering step as in 2.8 versions.
A shaped video image has its video data multiplied by its alpha component (1) while the video
data of an unshaped image remains untouched (2). Shaped images are also referred to as ‘premultiplied alpha images’.
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HD Interlaced: Specifies if Viz Engine should render frames or fields for interlaced HD formats (i.
e. 1080i). Rendering frames improves the rendered output but has a higher performance cost.
Options are:
Field
Frame
Sync. DirectShow: Synchronize DirectShow clip playback with renderer (may cause video jumps
and audio cracks).
Image Load Error: If an image load error occurs you can configure Viz Engine to keep the old
image or clear the image (i.e. not showing anything).
Render Scale: Change the render scale when using a tracking system with lens distortion.
Aux Rendering: Activates the rendering pipeline for integration with third party render engines.
Aux Camera: Camera for auxiliary rendering pipeline.
5.23 Scene Default Values
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This section configures the default values for new scenes.
Key: Sets the key mode. Alternatives are; Virtual Studio, Full Screen, Overlay, and Auto Key.
Animation Speed Path: Set the default animation speed either to Manual or Linear, and define the
default Angle and Weight.
Animation Motion Path: Defines the default motion path between position key frames. When set to
Smooth the motion path will be calculated as a Bezier curve between position key frames. Handles
will be added to the key frame positions in the preview window to allow for path editing. When set
to Linear the animated object will follow a straight line between position key frames. This setting
can be changed individually under Path, in the Viz Artist Channel Editor.
Flicker Filter: When enabled it will reduce interlaced flicker on high contrast objects. For example
small lines and hard objects. Alternatives are; Off, and Level 1-3.
Camera Clipping Plane: Sets the range of the virtual camera. Near sets the close range while far
defines the far range. Only objects within this range will be rendered.
Near: Sets the Near value to clip unwanted objects from the foreground. Default value is 50.
Far: Sets the Far value to clip unwanted objects from the background. Default value is 20000.
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Note: The camera range is where the Z-buffer is within. So if Z-buffer problems arise, they
may be solved by editing the camera clipping plane settings.
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Ringing Filter: Sets the default value for the Ringing Filter. A ringing filter reduces high frequency
values in the video signal created by high contrast and color changes in horizontal directions.
Show Merge Style Dialog: Enables the user, when opening a scene in Viz Artist, to open old-style
merged objects and expose containers within it.
This feature relates to scenes using old-style ordering of containers within merged objects, and
solves the problem with auto-follow. When loading such scenes the dialog lets the user decide
how to deal with them.
Users that are aware of this and decide to keep the old style can deactivate this dialog.
Shadow Type: Choose between Stencil and Shadow Map.
Output Region: Shows which region of the screen Viz Artist/Engine is licensed to render.
Half Edition: Allows Viz Artist/Engine to render half screen. Available options are; left, right, top,
bottom, bottom left, bottom right and bottom top.
Quarter Edition: Allows Viz Artist/Engine to render quarter screen. Available options are; left,
right, top, bottom, middle left, middle right, middle top and middle bottom.
Show Black After End: Shows black after a clip has finished playing.
Texture Sharpen Default: Sets the default sharpen value for textures.
Background Color: Set default scene background color.
Video Input Layer Targets and Priority: Set the defaults for how the specific input channel should
be used and its priority. Available options are, Inactive, Texture, DVE and Priority.
Use Lens Distortion: Activates the Lens Distortion. For detailed settings, see Advanced Lens
Distortion.
Show DVE Channels: If activated, the DVE Channels will be visible in the Scene Editor.
5.23.1 Media Asset Configuration
Here you can pre-configure all available media assets to the different modes of DVE or Texture. This
works for Media Assets such as Live Video, Clip Channels, and Stream Channels. Super Channels and
Image Channels can only be pre-configured as Inactive or DVE.
By setting the individual number and type of Media Asset to Inactive, DVE or Texture, the desired
channel is automatically set up when dragged into the Scene Tree of new scenes. The priority option
works only in DVE mode, and influences the drawing order of the defined channels.
5.24 Spaceball
The Spaceball section is used to configure a 3D navigation device.
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SpaceBall Mode: Sets special setups where the Spaceball should only control specific plug-ins
without influencing the scene (objects/camera):
None: No setup.
Plugin: Controls plug-ins.
Viz: Controls Viz Artist/Engine objects.
Both: Controls both plug-ins and Viz Artist/Engine objects.
Object Control:
None: No setup.
Button: Uses button for object control.
Selected: Modifies only the selected object.
Button Mode:
None: No setup.
Pressed: When set to Pressed, this mode will trigger an action like a button in a user interface.
Toggle: When set to Toggle, this mode will set a state. For example when a button is pressed
only the dominant axis will be considered in a move, whereas when the button is released all
movements are applied.
The numeric fields are used to map the various buttons on the 3D navigation device. This varies
by the vendor and the vendors model; hence, the button numbers need to be looked up in the
Viz Artist User Guide for the respective device.
Button options are:
Object Control
Pan Only
Tilt Only
Roll Only
X Only
Y Only
Z Only
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Transformation Only
Direction Only
Zoom In
Zoom Out
Save Camera Values
Retrieve Camera Values
5.25 User Interface
This section describes the user interface settings. Some of these settings are also available in Viz Artist.
Various
Colors
Global Settings
To Change a Preset Color Theme
To Change a Subjects Color
Scene Tree
To Change the Amount of Active Colors
To Create a Color
Shortcuts
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5.25.1 Various
GUI Icon Font: Sets the Font type for all icons of items such as scenes, objects, materials, images,
fonts, and audio clips. Complex character sets such as Arabic, Hebrew and Chinese must change the
default font type to show the correct names for the icons.
GUI Font Size: Sets a global font size for the Viz Artist user interface. Alternatives are; 10, 12, 14,
18 pixels.
Button Gradient: Sets the gradient level of the buttons in the Viz Artist user interface.
Mouse Over Effect: Mouse over effect for buttons in the Viz Artist user interface. Set to Active or
Inactive.
Icon Size: Sets a size preference for scene, font and audio icons. Icon size can also be switched using
the context menu in the server view in Viz Artist; however, changing this setting in Viz Artist will
not be saved as a preference for later sessions.
Show “Blur” fonts: Set the default show or hide blur fonts in the Server area. The option can then
be toggled with the Item Context Menu (see the Viz Artist User Guide).
Show “Outline” fonts: Set the default for showing or hiding the outline fonts in the Server area. The
option can then be toggled with the Item Context Menu (see the Viz Artist User Guide).
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Import Default Type: Selects the default item type for imports, which will be pre-selected in the
GUI Import Menu. Options are:
Fonts
Images
Geometries
Scenes
Audio
Archives
Folder Type Highlighting: When enabled this will highlight the folders that contain content
matching the current Viz Artist’s Server view (for example Scene, Geometry, Material, Image, Font,
Audio, etc.).
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Note: This can cause some performance overhead, when switching to different types and/or with
opening sub folders (but only first time, as the information is cached).
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Auto Grab Focus: When Inactive, a middle mouse click grabs the focus, as a left and right-click do.
When auto grab focus is Active, the focus is grabbed as soon as you move the mouse over a widget.
Reset Startup Default Folder: Resets the startup folder. If Viz Artist is unable to start due to
problems with the last saved server view, clicking the Reset button will reset the Server view to its
top node.
Allow Folder Move: Allow or restrict the user’s ability to move/organize projects and folders in a
Graphic Hub. Options:
Normal: Drag folders freely, as required to move (Default setting)
w/Shift: Press <Shift> and drag to move folder or folders
No: No folder movement allowed
Performance Update Interval: Sets how often Viz Engine should update the Performance Bar
when it is opened.
On Air Info Update Interval: Update interval for the On Air Information Panel window. Note that
a shorter interval decreases render performance. Setting to 0 means that no update occurs.
Tooltips: Enables or disables the tooltip information in the Viz Artist user interface.
Delay On (ms): Sets the amount of time in milliseconds before the tool tip shows. Default is
1500 ms.
Delay Off (ms): Sets the amount of time before the tool tip disappears. Default is 4000 ms.
Screen Layout Mode: Set to either:
Normal: Default screen (single monitor):
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Mosaic Horizontal: Viz Artist shows on the left monitor and the Scene Editor shows on the
right monitor (two monitors):
Mosaic Vertical: Viz Artist shows on the top monitor and the Scene Editor shows on the
bottom monitor (two monitors):
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Note: Mosaic Horizontal and Mosaic Vertical are only available with NIVIDA graphics
cards, on systems running at least Windows 7. Open the NVIDIA properties to setup
Mosaic before changing the Viz Config file.
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Dual: The Scene Editor opens in a new window (two monitors):
Default Merge Mode: Sets the default merge behavior available in the Viz Artist user interface.
Options are:
Merge
[Merge] to sub director
[Merge] w/actions & events
[Merge] w/actions and events to sub director (w/A. & E. to Subd.)
Default Split Mode: Sets the default split behavior available in the Viz Artist user interface. Options
are:
Split
[Split] to existing director
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Default Color Space: Select RGB or HSV as the default color space for the Material editor
Update Control Text: Click to make Update Control Text active or inactive:
Active: The Control text, in Control Objects, is updated with every key stroke
Inactive: The Control text, in Control Objects, is not updated with every key stroke
Script Middle Mouse Copy: Click to enable or disable the middle mouse button copy and paste
function in the Script Editor.
Gui Timeout (ms): Defines the timeout threshold in milliseconds when awaiting command replies
from the Engine. After the specified time, a timeout dialog is displayed. The minimum and default
value 180000, or 180 seconds.
Off Air Shortcut: Choose the shortcut that takes the render On Air window to Off Air.
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Tip: Adjust the timeout value if timeouts occur when loading very large scenes in Viz Artist.
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5.25.2 Colors
The Colors tab gives the ability to change the User Interface color theme.
Global Settings
Use Global Settings to change the color theme of the User Interface. All the changes made to the User
Interface are local. Click Save then restart Viz Artist for the changes to take effect.
There are six pre-set color themes (4):
Classic I
Classic II
Stone (default)
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Aqua
SyringaBlue
DarkMatrix
To Change a Preset Color Theme
Click on a preset color theme (4).
Individual parts of the User Interface can be assigned a new color, if the part is listed in the Subject
panel (1).
To Change a Subjects Color
1. Click on a Subjects color bar in the Local panel (2).
2. In the color selection area (3) select RGB or HSV.
3. In the color selection area, click a color bar, or the color circle, and drag to change the color.
or
1. Drag one of the current Subjects color (in the Local field).
2. Drop it onto another Subjects Local field.
or
1. Click on the eye dropper icon in the color bar.
2. Move the cursor to an area, color on-screen.
3. Click to accept the new color.
Scene Tree
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Use the Scene Tree panel to set the color codes for Containers in the Scene Tree. A Container with a color
code can be searched for in the Scene Tree, and the Scene Tree can be restricted to Containers with
certain colors (see Scene Tree Menu in the Viz Artist User Guide).
A text tag can also be added to the color. The text is Scene specific and saved with the Scene on the
Graphic Hub. Note that the colors might change if the Scene is opened on a different machine with a
different color setting.
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Example: All text Containers can be colored gray and tagged Text, while all Containers that hold
images can be colored green and tagged Image, and so on.
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Four colors are configured and active by default with no text descriptions. Click Set to Default to set all
color bars to their default setting.
The color options are available in the GUI Scene Settings panel in the Tree Color Text setting, and
available for use in the Scene Tree panel.
To Change the Amount of Active Colors
In the Active Colors field enter the amount of colors to be active. Up to 16 colors can be configured
and made active.
To Create a Color
1. Click on a unused color bar (1). It is also possible to change the color of the first four colors. Click
in their color bar.
2. In the color selection area (2) select RGB or HSV.
3. In the color selection area, click a color bar, or the color circle, and drag to change the color.
4. If required: Click the color bar (1) and enter a name for it.
or
1. Click on the eye dropper icon in the color field.
2. Move the cursor to an area, color on-screen.
3. Click to accept the new color.
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5.25.3 Shortcuts
The shortcuts view shows all available server, scene tree and property actions and the currently assigned
shortcuts. All shortcut configurations are saved to the database into the user table for personalization.
Server, Scene Tree and Properties: Shows all server actions and their currently assigned shortcuts.
Shortcuts: When clicked, shows a list of available shortcut key-combinations that can be assigned to
the selected action.
Reset All: Resets all shortcuts to the default setup.
5.26 Video Board
This section is used to configure video input, output and clip playback related settings.
......................................................................................................................................................................
Note: Not available on VGA versions of Viz Engine.
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5.26.1 Video Board Properties
Loopthrough Delay (EE): Set the delay for live video input (DVS, Bluefish and NVIDIA SDI
boards only). This setting applies for all input channels. For Matrox, see Video Delay DVE in Video
Properties.
Videoout Ring Buffer: Sets the render buffer for video output. Helps to prevent frame drops on the
video output during execution of commands or loading of objects. When enabled the engine will
render a number of graphics frames in advance and provide it to the video hardware. The number of
frames rendered forwardly is defined by the Ringbuffer Size. Large buffer sizes will delay the output
and increase the input to output delay for video textures.
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Ring Buffer size: Sets the size of the Ringbuffer in frames.
Use Watchdog: Set Watchdog On or Off:
Matrox: See Watchdog.
Bluefish: See Special Configuration Options for Bluefish444 in the BlueFish444 chapter.
Watchdog Timeout: Set the time, in milliseconds, until the watchdog takes over control. This value
should not be smaller than the time of two fields/frames. Default value is 999 milliseconds
Watchdog Mode: Set the Watchdog mode:
First Geom Load: Video Out is activated when the first geometry is loaded.
At Startup: Video Out is activated at startup.
First Geom Load/DVE: Video Out is activated when the first geometry is loaded or an input
or clip channel is set to DVE.
Watchdog Reactivation: Set to On to activate the watchdog again if scenes are unloaded from
renderer.
Use GPU Direct: Set to On to enable a fast, low latency method to copy frames from the video IO
device to the GPU and back (gives more time for the renderer to process complex and GPU intense
visual effects).
Check Video Card: Select which video cards to search for and use when Viz Artist/Engine is
started. If a video card is not selected it is not used, even if it is installed in the system. All cards are
enabled by default.
Select Individual Cards: If User Defined is selected, click on each listed card to select or unselect, as required.
.....................................................................................................................................................................
Note: If a Matrox X.mio3 card is installed in the system and X.mio3/DSX LE4 is disabled,
the card will be treated like a Matrox X.mio2 Plus card.
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User Defined: To select and use individual cards, select User Defined.
None: If None is selected, all connected video cards will be unavailable for Viz Engine and Viz
Artist. This can be used to run a Viz Artist video version as a VGA version, even if video cards
are installed. Possible use-cases for this are:
a. Dual channel Viz Trio One Boxes, which have three Viz Artist/Engine instances
1.
running and where only the first two should use the video board. The third Engine
instance is exclusively for Trio preview.
b. With TriCaster implementation, where Viz Artist must run as a video version,
running as VGA.
c. If utilizing the Stryme integration capabilities of Viz Engine, where Viz Engine
hooks on to Stryme GenesiX to allow Stryme to show Vizrt graphics on its output.
Please refer to the procedure below for further information on Stryme Integration.
Software I/O Mode: Set a specific Video I/O mode for setups without video hardware or
configurations where Check Video Card is set to None. Not available in the VGA version.
SHM Channels: I/O mode for third party software utilizing the Viz SHMLib software library.
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Live Engine Integration: Optimized I/O mode for Live Engine Integration with Viz Libero.
Refer to the Viz Libero documentation for further details.
NewTek TriCaster: Uses the NewTek TriCaster input and outputs. Read more about using
TriCaster with Viz Engine and Artist in the Third Party Applications and Files chapter of the
Viz Artist user’s guide.
No video I/O (VGA): Disables all video version features, emulating the VGA version of Viz
Engine.
To Enable Stryme Integration
To enable integration with Stryme, the Viz configuration file needs to be manually edited. Please make
sure to create a backup copy of the configuration file before making any changes.
1. Locate and open the Viz configuration file.
2. Locate the section SECTION CHANNELS_CONFIG
3. Add the following lines:
StrymeOut.Enable = 1 StrymeOut.RingbufferSize = 10 StrymeOut.
SHMname = Global\Genesix.MediaEngine.Matrox.SharedMem.0
StrymeOut.Enable: Enables or disables the Stryme integration capabilities of Viz Engine. If
the Stryme Integration is no longer needed at a later time, it can easily be disabled by
changing the value of StrymeOut.Enable to 0.
StrymeOut.RingbufferSize: Defines the size of the ringbuffer, and can be omitted. If
omitted, the default value will be 10. Valid values are in the range of 1-100.
StrymeOut.SHMname: Defines the name of the Shared Memory name as defined by Stryme
GenesiX, and can be omitted. If omitted, it will default to Global\Genesix.MediaEngine.
Matrox.SharedMem.0.
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IMPORTANT! Stryme integration works only with Viz Engine in VGA mode or with
Check Video Card set to None (see above).
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5.27 Video Input
Video input channels are enabled or disabled in this section. To be able to use a Live input channel, a Clip
channel or a Stream channel, it first has to be set to active in this panel.
Live and Clip Channels
Stream Channels
No Onboard Video Board
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The frequency of the channels is defined in the Output Format section.
5.27.1 Live and Clip Channels
This panel activates the Live input and Clip channels and defines the video standard that the channel is
configured to. It is possible to mix video standards, for example, a Viz Engine configured to play out
1080i50 can have inputs configured to SD.
Live w/Alpha: For the Input this will combine the two (Live 1 and Live 2) channels to one channel
carrying fill and key. This means that the Y (luminance) from Live 2 in YUV will be used as the key
signal.
Clip Channel w/Alpha: When enabled the clip file must either contain key information or a key clip
must be provided. The key clip must have the string “_key” appended to the filename. For a clip
named i422_50M.avi this would be i422_50M_key.avi.
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Note: Video input format may be limited by hardware capabilities on the video board.
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5.27.2 Stream Channels
The Stream channels are for live video streams (see Video Playout From a Video Stream in the Viz
Artist User Guide). Set each Stream to active or inactive.
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5.27.3 No Onboard Video Board
When there is no installed video board (standard-PC) the video input section no longer shows the Alpha
options for Live and Clip. Video input for standard-PC versions enable clip playback through the
Properties Panel.
5.28 Video Input: Clip Input
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Use the Video Input: Clip Input panel to configure available playback channels. The number of available
clip input channels is set in Video Input.
See Also
Matrox
5.28.1 Clip Input Properties
Pipeline Size: Defines the number of frames Matrox’ internal clip reader buffer should buffer in
advance. Default value is 20.
Texturemanager Size: Texture download buffer size.
Video Delay DVE: DVE Delay of video when used as DVE.
Video Delay Texture: Texture Delay of video when used as Texture.
VBI: Set to Active or Inactive. Defines whether VBI should be used for this channel. Default mode
is Inactive.
Delay DVE: Sets the number of frames VBI should be delayed, before the clip can be used, in DVE
mode. Default value is 0 (Off).
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Delay Texture: Sets the number of frames VBI should be delayed, before the clip can be used, in
texture mode. Default value is 1.
Audio: When activated, this setting enables audio for this channel. When inactive audio is disabled.
Default value is Activated.
Delay DVE: Sets the number of frames the audio clip should be delayed in DVE mode before it can
be mixed to the output. Default value is 4.
Delay Texture: Sets the number of frames the audio clip should be delayed in texture mode before it
can be mixed to the output. Default value is 4.
Contains Alpha: Enables/disables playback of clips with alpha.
Upscale Luma: Enables/disables the default for upscale luma. Per scene setting of this value is set
per clip channel under Scene Settings and Video clip options.
Shaped: Defines whether the fill from this channel, when the channel is used in DVE mode, should
be interpreted as shaped video during DVE compositing. Default value is Inactive.
Repeat Mode: Determines the behavior of the video input in case of capture drops. Options are:
None: Does not repeat. Input goes black.
Field: Repeats the last field.
Frame: Repeats the last frame.
Loop Mode: Enables/disables default for loop mode. Per scene setting of this value is set per clip
channel under Scene Settings and Video clip options.
Reverse Fields: Swaps fields when playing interlaced clips with negative playback speed (default
setting). Per scene setting of this value is set per clip channel under Scene Settings and Video clip
options.
Pending Enable: Enables/disables pending clip player for this channel. The pending clip player
allows clip loading of another clip while the clip channel is still using the current clip.
Mode on Load Error: Determines the behavior of the current clip when loading of the pending clip
fails. Options are:
None: Current clip mode is not changed.
Stop: Performs a Stop command on the current clip.
Pause: Current clip enters pause mode.
Flush: Unloads the current clip.
Proxy: If set to Active, video clips of a resolution different to the current configured resolution, can
be played. If set to Inactive a video clip of a different resolution cannot be played.
Reactivation Delay: Set the minimum number of frames the texture contains black after the channel
was activated to texture.
Ringbuffer: If set to Active the input ringbuffer is enabled when played with a NVIDIA SDI output.
5.29 Video Input: Stream Input
Use the Video Input: Stream Input panel to configure available IP stream input channels. The number of
available IP Stream input channels is set in Video Input.
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5.29.1 Stream Input Properties
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Map to VizChannel: Set which video in channel is mapped onto this Matrox video in channel. The
drop-down gives a choice between the available channels. Only the channels not already taken are
shown.
Unused: Do not use this Matrox channel for video input
Video <1 to 8>: Captured input is available in Video1.
ProcAmp Properties
Brightness: Sets the relative offset on the luminance component of the incoming video (min./max.
values are dynamic and determined by the hardware). Default value is 0 (Off).
Lumagain: Sets the gain on the luminance component of the incoming video (min./max. values are
dynamic and determined by the hardware). Default value is 0 (Off).
Hue: Sets the color shift on the chrominance component of the incoming video (min./max. values are
dynamic and determined by the hardware). Default value is 0 (Off).
Saturation: Sets the gain on the chrominance component of the incoming video (min./max. values
are dynamic and determined by the hardware). Default value is 1 (On).
Fill Properties
Allow Super Black: Determines whether or not to clip an output video signal that is under 7.5 IRE
units. Default mode is Inactive.
Allow Super White: Determines whether or not to clip an output video signal that is over 100 IRE
units. Default mode is Inactive.
The colorimetry tables for SD (ITUR-BT 601) and HD (ITUR-BT 709) define a color conversion
from YUV with the range of 16-235 to RGB with the range of 0-255. Values above 235 are Super
White and values below 16 are Super Black. As Super White and Super Black pixels are outside the
range of 1-byte RGB, these pixels will be clamped to the normal 16-235 YUV range when used in a
texture.
Allow Chroma Clipping: Determines whether or not to clip over-saturated chroma levels in the
active portion of the output video signal. Default mode is Inactive.
Key
Contains Alpha: Enables/disables playback of clips with alpha.
Key Apply Offset:
Key Upscale Luma:
Key Invert Luma:
Shaped: Defines whether the fill from this channel, when the channel is used in DVE mode, should
be interpreted as shaped video during DVE compositing. Default value is Inactive.
Video
Manager Size:
Streaming Size:
Pipeline Size: Defines the size of the input queue. Default value is 8.
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Texturemanager size: Pre-allocated texture buffer size, in frames.
Video Delay DVE: DVE video delay when used as DVE.
Video Delay Texture: Texture video Delay when used as Texture.
Repeat Mode: Determines the behavior of the IP stream input in case of capture drops. Options:
None: Does not repeat. Input goes black.
Field: Repeats the last field.
3G Level B: Activates Level B for 3G mode in 1080p50/60/60M. Default mode is Level A.
VBI
VBI: Defines whether VBI should be used for this channel. Default mode is Inactive.
Start Line: Defines at which line on the input the VBI section will start. Default value is 0 (Off).
The minimum VBI values are (as for VideoOut):
NTSC: 7
PAL: 6
720p: 7
1080i: 6
Delay DVE: Sets the number of frames VBI should be delayed, before the IP stream can be used, in
DVE mode. Default value is 0 (Off).
Delay Texture: Sets the number of frames VBI should be delayed, before the IP stream can be used,
in texture mode. Default value is 1
Audio
Audio: When activated, this setting enables audio for this channel. When inactive, audio is disabled.
Default value is Activate.
Channels: Sets the number of audio channels to capture (see also Audio in Viz).
Default number of channels are 2. Available channel options for AES on X.mio are:
None, 1, 2, and 4.
For AES on X.mio2/X.mio2 Plus and for Embedded the channel options are:
None, 1, 2, 4, 8, and 16.
Delay DVE: Sets the number of frames the audio clip should be delayed in DVE mode before it can
be mixed to the output. Default value is 4.
Delay Texture: Sets the number of frames the audio clip should be delayed in texture mode before it
can be mixed to the output. Default value is 4.
IP
Source IP Address: Sets the IP address of the source. Must be an IP in the multicast address range,
such as 224.10.10.31 or 239.10.10.51.
Source UDP Port: Sets the port of the source.
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Shared Memory
Unique Identifier: Change the name of the Shared Memory, if required. Not available on systems
with Matrox X.mio3 IP video boards.
5.30 Video Output
Use the Video Output section to configure special settings for video output, such as SPG settings and so
on.
......................................................................................................................................................................
Note: The VGA version of Viz Engine does not have this section.
......................................................................................................................................................................
5.30.1 Video Output Properties (1)
Show Video Output Config. Editor: Opens the Video Output Editor (2). You can also open the
Video Output Editor by pressing Alt+V.
Use NVIDIA SDI output/capture card(s): Enable the NVIDIA card SDI module to output video.
This shortens the output delay when outputting graphics and video through the video board. Enabling
this disables the Video wall/Multi-display option below.
......................................................................................................................................................................
Note: NVIDIA Output cards with firmware 3.10 or later support embedded audio.
Configurations with older firmware must handle audio externally.
......................................................................................................................................................................
Video wall/Multi-display: Sets the main output to the Digital Visual Interface (DVI). Viz Artist will
render to full-screen (set the resolution in Output Format section). Enabling this disables the
NVIDIA SDI output/capture option above.
Cutout: Select a section of a video wall and play-out through a Matrox card. Available if Video wall
/Multi-display is set to Inactive and Output Format is set to Fullscreen
X/Y: Select the position of the cutout.
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Width/Height: Set the width and hight of the cutout.
Resolution (drop down list): Select one of the supported resolutions for cutout. Please observe
that Cutout requires these resolutions to work.
.....................................................................................................................................................................
Note: If the Cutout section is disabled, make sure to set the Output Format to Fullscreen.
.....................................................................................................................................................................
Allow Super Black (NVIDIA SDI card only): Controls the key output:
Inactive: Use the video range (only valid in conjunction with NVIDIA SDI and driver versions
older than 259.12).
Active: Use the full signal range. When active it will determine to clip or not to clip the key
output video signal that is under 7.5 IRE units or over 100 IRE units.
Readback Async: Enables asynchronous transfer between the graphics card and DVS Centaurus II
video card on systems without a DSX LE preview card.
Streaming Output: Activate or deactivate IP Streaming output.
Render preview default setting: Sets the default value for the Preview button (see Control Buttons )
when Viz Engine is in On Air mode.
Inactive: Renders only video out signals. This increases performance, as the renderer does not
have to render into an editor on-screen and into pixel buffer.
Active: Rendering will be done for both video out signals and on-screen (this will decrease the
performance).
Fullscreen: Set the On Air window to screen size.
5.30.2 Video Output Editor
The Video Output Editor defines the synchronization standard and the output signal phases.
Freerun: Locks Viz Engine to a clock signal on the video board.
Blackburst: Locks Viz Engine to a Blackburst GenLock signal.
Tri-level: Locks Viz Engine to a Tri-Level GenLock signal.
Auto: Auto detects the genlock signal and locks to it.
Digital Input 1 and 2: Locks Viz Engine to the signal on Input 1 or 2.
H-Phase and V-Phase: Shifts the output signal with respect to the sync signal.
......................................................................................................................................................................
Note: The Auto option is only available on Matrox boards and on NVIDIA SDI option. On
Matrox boards the h- and v-phase settings are updated as well.
......................................................................................................................................................................
To Make the V- and H-Phase Values Coincide
1. Set the V-phase value
The V-granularity is taken from the genlock
The V-delay is calculated from V-phase * V-granularity
The genlock is set with this V-delay
2.
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2. Set the H-phase value. Note that there is a distinction whether the H-phase is a positive or a
negative value.
a. If the H-phase > 0
The genlock H-delay is set to 0
The H-granularity is taken from the video out channel
The H-delay is calculated from H-phase * H-granularity
The fill and key channels are set with this H-delay
a. If the H-phase <=0
The fill and key channel H-delay is set to 0
The H-granularity is taken from the genlock
The H-delay is calculated from - H-phase * H-granularity
The genlock is set with this H-delay
.................................................................................................................................................................
Note: The granularity and possible min/max values are printed to the Viz Artist/Engine
console during startup.
.................................................................................................................................................................
It should be taken into account that when the genlock video format is different from the fill
/key video format the value of the V-delay matches the genlock lines and not the video
output lines. The same applies to negative H-phase values.
See Also
Output Format
Video Input
5.31 Video Output: Clip Output
In the Video Output: Clip Output panel, configure the available Clip Channel outputs.
......................................................................................................................................................................
Note: If the Viz Engine being configured is installed as a VGA version, this section is not available in
Viz Config.
......................................................................................................................................................................
Capture Enable: Enable or disable the clip writer functionality. The main use is to give control over
host memory resources. When the clip writer functionality is not needed then the clip out channel
does not need to be allocated.
Pipeline Size: Control the number of frames that the clip writer uses to handle a file. It is
recommended to leave the default value.
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Default Profile: Enter a default profile that can be loaded on request, with the command
RENDERER*VIDEO*CLIPOUT*1*PROFILE APPLY. Example:
# the <self> placeholder gets replaced with the proper
RENDERER*VIDEO*CLIPOUT*1
ClipOut1.profile.default_1 = <self>*CREATE VIDEO_SET On
ClipOut1.profile.default_2 = <self>*RESOLUTION VIDEO_SET 0 0
ClipOut1.profile.default_3 = <self>*CONTAINER VIDEO_SET XDCAM_MXF
ClipOut1.profile.default_4 = <self>*CODEC VIDEO_SET 22
ClipOut1.profile.default_5 = <self>*OPTION VIDEO_SET AUDIO ch=8
ClipOut1.profile.default_6 = <self>*OPTION VIDEO_SET TC
startTC=10:00:00:00
ClipOut1.profile.default_7 = <self>*NAME SET d:/out
/<base_scene2_name>/<clip_name>
5.31.1 Placeholders for Variables
Placeholder
Description
<hostname>
Expands to the host name
<if0>
Expands to the IPV4 network address of the first network interface
<if1>
Expands to the IPV4 network address of the second network interface
<if2>
Expands to the IPV4 network address of the third network interface
<absolute_scene_name>
Expands to the complete path of the loaded scene
<absolute_scene2_name>
5.32 Video Output: SHM Output
Configure Shared Memory Output channels from this panel. The shared memory output is only available
on systems with non-IP Matrox video boards, or if Check Video Card is set to None in the Video Board
section.
Shared Memory Output: Set the output to Active or Inactive.
Color Format: Displays the active color format for the configured SHM Output.
Unique Identifier: Change the name of the Shared Memory if required. Used when connecting to
services such as Viz Coder.
5.33 Viz Artist 2.x
In the Viz Artist 2.x panel, Viz Artist 3 can be switched to Viz Artist 2 mode for compatibility issues.
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5.33.1 Viz Artist 2.x
In Viz Artist versions before 3.0, assets were stored in specific subdirectories (Scene, Geometry, Material,
Font, and Image). As Viz Artist 3 stores assets anywhere in the directory, older control applications may
not find these assets. If enabling 2.x mode, the assets will be looked for in the subdirectories, and calls for
scenes will be represented by green lines in the console window.
When working in 2.x mode, Viz_2x will automatically be added before the default messaging path.
Furthermore, the paths sent by the external control applications will be converted to lower case (as the
names of the data will be converted to lower case when importing). So, external control programs must
not be re-written when migrating from Viz Artist 2 to 3.
Use 2.x mode: Enables Viz Engine to run in 2.x mode.
Show converting Info in Viz-Console: Enables the calls for scenes to be shown as green text.
......................................................................................................................................................................
Note: It is only recommended to use 2.x mode if new scenes are organized according to the old 2.
x data structure.
......................................................................................................................................................................
5.34 Viz License Information
In the Viz Artist/Engine License Information panel, information about the current Viz Artist/Engine
license is shown. The panel lists the various licensed features, for example, the available plug-in packages.
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License: Enter a license key into the License field, press <Enter>, and click Save. Restart Viz Artist
/Engine for the new license key to take effect.
5.35 Viz One
To enable Viz One and Viz Engine to exchange data, two services are required:
A Viz One File System Monitor (Fsmon) Service (monitors files which are located in the Clip Data
directory location (--root=d:/))
A File Transfer (Mediaftp) Service (transfers files to the Viz Engine)
Both services are part of the Viz Artist/Engine installation by default, but they must be installed or
removed as a service through this panel.
......................................................................................................................................................................
IMPORTANT! If the location of the Clip Data directory is changed after installation, remove and
install the two services again. They will automatically set to the new Clip Data Directory (see Local
Settings).
......................................................................................................................................................................
To search, view and select video clips from Viz One, configure the Viz One Browser.
......................................................................................................................................................................
Note: Viz Artist features a Viz One Transfer Status pane that shows the progress of any active and
finished clip transfers from Viz One. This pane requires the MediaFTP (File Transfer) and Fsmon
(File System Monitor) services to be installed and running, and the correct configuration of the Viz
One MessageQueue Server.
......................................................................................................................................................................
To use Viz One with Viz Artist, each Viz Artist/Viz One integration must be authenticated through the
Authentication panel in the Viz Configuration. See Integration with Viz One for the Fsmon and Mediaftp
install and remove procedures.
5.35.1 Viz One Properties
This section details the properties of the Viz One configuration panel.
Days to keep log files: Set the number of days to keep log files (default is seven days). Log files
older than the set number of days are deleted
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Fsmon (File System Monitor)
Viz Engine Host Name: Enter the name of the local host (local host name entered by default). Make
sure that the host name is exactly the same as the string specified in the Viz One Server
Configuration
Viz One (MessageQueue Server): Host name of the active Message Queue server (do not use a
protocol prefix, e.g., http://)
......................................................................................................................................................................
IMPORTANT! To view and transfer files in Viz Artist, the host name entered in the Viz One
(MessageQueue Server) must also be entered in the Viz One Browser panel.
......................................................................................................................................................................
Currently Installed Service(s): Shows the currently installed Fsmon service, with its parameters
Install/Uninstall: Install and remove a Fsmon service
......................................................................................................................................................................
Note: Any currently installed service must be removed before a new service can be installed.
......................................................................................................................................................................
Mediaftp (File Transfer)
Band Width: Set the transfer bandwidth, in Kbits per second
Currently Installed Service(s): Shows the currently installed Mediaftp service with its parameters
Install/Uninstall: Install and remove a Mediaftp service
......................................................................................................................................................................
Note: Any currently installed service must be removed before a new service can be installed.
......................................................................................................................................................................
Viz One Browser
This is the configuration for the Viz One Browser in the Media Asset tab (see Media Asset Properties in
the Viz Artist User Guide).
Storage ID: Enter the Storage ID for Viz Artist as configured in Viz One
Hosts: Clicking the Add button opens a dialog to provide Viz Engine with the host-name for the
desired Viz One instance. The host name must include the protocol prefix, for example:
http://vme57\-sia.
To remove a previously configured Viz One instance, select it from the list of hosts and click the
Delete button.
Test Connection: Select the desired host and click the Test Connection button to check if the
configured Viz One connection is working correctly.
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If Test Connection returns that the Viz Engine is not registered as a Video Server, the Engine
must be added as a server in the Viz One Studio Administration. Please refer to the Viz One
documentation for further information.
If Test Connection returns a Storage ID mismatch, please adjust the Storage ID field
accordingly.
If Test Connection returns that the connection is valid, the Viz One instance has been
configured correctly and is ready for use with Viz Engine.
5.36 Viz Artist/Engine Log Files
All Viz Artist/Engine log files are located in the <viz data folder>
......................................................................................................................................................................
Note: This will normally be C:\ProgramData\Vizrt\viz3. Check the directory name with the
command echo %programdata% from a Windows command prompt. This directory is by default
hidden in Windows, so to navigate to this directory in Windows Explorer specify the explicit path.
......................................................................................................................................................................
Viz Artist/Engine can provide various log files as documented in the section below.
5.36.1 Viz Render Log
Name: VizRender_<timestamp>.log
Purpose: Information on current status of the engine
5.36.2 Viz Trace Log
Name: VizTrace_<timestamp>.vlog
Purpose: Command trace that facilitates playback for error reproduction, contains at most the last
500 commands
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5.36.3 Viz Gui Log
Name: VizGui .log
Purpose: Information on Viz Gui errors.
Log Description: Each line in the log file will have 6 components or entries, each separated by ’|’. A
typical log-line will be:
Tue Nov 04 10:02:15 EST 2014|LM_ART|5420|Version: 3.7.1.42057|CONF
IG|GPU1
The components for each log-line are:
Date/time
Type, one of:
LM_STARTUP (Regular startup)
LM_QUIT (Regular quit)
LM_QUIT_TIMEOUT (Timeout quit)
LM_QUIT_LOGIN (Login canceled)
LM_CFG (Restart with configuration)
LM_ENG_GUI (Restart engine with GUI)
LM_ENG (Restart engine without GUI)
LM_ART (Restart of Artist)
LM_ (Current mode restarted)
Pid (Process id)
Viz version
Mode:
CONFIG (Config Mode)
NOGUI (Engine Mode)
NORMAL (Artist Mode)
Starting on GPU<x>, for example GPU1 (Graphical Processing Unit no 1)
5.36.4 Viz Shaders Log
Name: VizShaders.log
Purpose: Information on shader compilation
5.36.5 Viz Console Log
Name: Viz_<timestamp>.log
Purpose: Log console output to a file when the engine is started without console (-C option)
5.36.6 Viz Gui Connection Log
This Log is created if ‘Write GH Connection Log’ is active (see Local Settings).
Name: VizGuiConnection<timestamp>.log
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Purpose: Information on the Graphic Hub Manager database connection
5.36.7 Create Log Files with Log and Clog Commands
The output of the Viz Engine can be redirected to a file using the command log <filename>, for
example, log c:\temp\my-engine-log.txt. Note that the log file will not have content until the
Viz Engine in-memory buffers are flushed, meaning written to disk. The log memory buffers are flushed
to disk either when the buffer are full or when Viz Engine quits. You can force the buffer to be written to
the log file on disk by sending the command: CONSOLE FLUSH
You can take an immediate snapshot of the Engine’s current in-memory log with the command " clog". A
new log file will immediately be written to <viz data folder>\VizRender-ID.log The ID in
the filename is the GPU ID, making it easy to differentiate log files in a Dual Engine setup for example.
Both the log and clog commands can be executed by sending them to Viz or by entering them directly in
the Engine Console window.
Click on the
button to access the Console window.
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6 On Air Mode
The On Air interface may vary, depending on the software and hardware configuration used. In Viz Artist,
designers can click the On Air button on the main menu to switch Viz Artist from a modeling tool to a
render engine. The application will then wait for control commands; however, scene animations can also
be rendered by the use of the Control Buttons (top-left corner).
The top left of the On Air screen shows a set of Control Buttons, as well as a Performance bar button. All
License Information is shown at the top right of the screen.
Depending on the software and hardware settings, additional buttons and information is available. For
example in design mode, the scene will be shown in an output window (lower right).
All script events that are added to a scene or to single containers will be executed in On Air mode. To
learn more about scripting see the script documentation.
This section contains information on the following topics:
Director Control Panel
Control Buttons
Performance
On Air Information Panel
License Information
6.1 Director Control Panel
The clapper board button, when in On Air mode, opens the Director Control Panel window.
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The Director Control Panel window can be used to select and animate one, multiple or all directors in the
front, main or back layer. In addition it can be used to set slots and to animate a combination of director
(s).
See Director Control Panel ( Viz Artist User Guide) for a detailed description of the Director Control
Panel.
6.2 Control Buttons
This section contains information on the Controls Buttons, which include the Play and the On Air buttons.
Clapper Board: Show or hide the Director Control Panel window
Back: Jump to the beginning of the animation in the scene
Play: Start the animation of the scene
Stop: Stop the animation of the scene
Continue: Continue the animation after it stopped at a stop point
Render Preview: Show or hide the VGA Preview window (only available on machines with
video cards).
......................................................................................................................................................................
Note: Preview is always enabled on Viz Artist machines without a video card.
......................................................................................................................................................................
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Performance Editor: Show or hide the Performance Bar .
System Information: Show or hide the On Air Information Panel window.
Lens File Editor: Show or hide the Lens File Calibration Editor. Use to adjust the lens files
for virtual studios. Adjust the field of view, lens distortion, mobile point and center shift. It is useful
in combination with lens calibration.
6.3 Performance
Analyzing the performance of Viz Artist/Engine can be done with two tools:
Performance Bar: The Performance Bar closely monitors a range of parameters for analyzing realtime performance
Performance Analyzer: The Performance Analyzer monitors key performance and camera
parameters, as a head-up display in the renderer window and initiate logging of statistic, command
and event information to log files.
This section contains information on the following topics:
Performance Analyzer
To open the performance analyzer
Performance Bar
To Open the Performance Bar
6.3.1 Performance Analyzer
The performance analyzer enables key performance and camera information to be shown in the renderer
view as a head-up display. Additionally the performance analyzer can be used to initiate writing of
statistic, command and event information to the log files.
Performance: Shows the current (CUR) and (MAX) parameters (see Performance Bar).
HUD: Enables the head-up display (HUD) showing the following parameters in the renderer view:
Camera 1-n: Show the currently selected camera.
Position: Show the camera’s X, Y and Z position.
Pan/Tilt/Twist: Show the camera’s pan, tilt and twist parameters.
FovX/FovY: Show the camera’s field of view (fov) for the horizontal (X) and vertical (Y)
plane.
148
Center Shift: Show the X and Y position of the camera’s center shift.
CSCM: Show the center shift as a cross hair in the renderer.
The Log files can be found in the <viz data folder>.
To open the performance analyzer
Hold Ctrl while clicking the right mouse button on the X (close) button in Viz.
6.3.2 Performance Bar
The performance bar gives an idea of the current scene rendering performance (frames per second).
Current (CUR): Shows how many frames per second the scene will render at in On Air mode. The
number should be above 50 (PAL) or 60 (NTSC), according to the rate that has been specified in the
Output Format section.
Maximum (MAX): Shows how many frames per second the scene can render at without waiting for
vertical retrace. The higher the maximum value, the more performance is left. If the maximum value
is reduced to below 50 or 60, the scene is not rendering in real-time.
Vertices (VER): Shows the number of vectors in the scene.
AllocTexSize (TET): Shows the total allocated size of texture memory.
TexSize (TEC): Shows the size of the currently used texture memory.
Animation (ANI): Shows how many microseconds all active directors and animation channels take.
This indicator is linked to the yellow bar.
Matrix (MAT): Transforms each container in the scene into world coordinate space. This indicator is
linked to the cyan bar.
Z-Sort (Z&C): Refers to Z-sort and Culling, and sorts all containers for correct transparency drawing
and determines if containers are visible in the current camera view. This indicator is linked to the
pink bar.
Video (VID): Shows how many microseconds video input (live video texture) and video output take.
De-interlaced video inputs take longer time than progressive and interlaced. The only way to
improve this value is to use a faster system. This indicator is linked to the red bar.
Rendering (REN): Shows how many microseconds it takes to render all objects on the screen. A
faster graphics card will improve this value. This indicator is linked to the blue bar.
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Script (SCR): Shows the consumed time in microseconds from all active scripts. This indicator is
linked to the dark green bar.
Plugin (PLU): Indicates how much time in microseconds all active plugins spend in each render
cycle. This indicator is linked to the orange bar.
Idle: Shows available resources in microseconds the renderer has available. This indicator is linked
to the light green bar.
To Open the Performance Bar
1. Click the performance bar button
.
2. To see all parameters, extend the view by clicking the Eject button.
6.4 On Air Information Panel
The On Air Information panel shows the required parameters to send external control commands and all
connected clients, with the IP address, host name and Viz Port.
......................................................................................................................................................................
Note: Polling for On Air information can decrease the performance. For information on how to adjust
the On Air Update Interval see the User Interface section.
......................................................................................................................................................................
This section contains the following topics:
Basic Tab
Clients Tab
6.4.1 Basic Tab
In the Basic tab, the parameters required to send external control commands are shown:
Refresh button: Refreshes the status information.
Hostname: Shows the name external control programs can use to communicate with Viz Artist.
IP Address: Shows the IP address external control commands can communicate with Viz Artist.
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Port: Shows the port Viz Artist is using. Default port is 6100, but may be changed in Viz Config’s
Communication section.
GH-Server: Shows the Graphic Hub Manager server Viz Artist is connected to.
Back Layer: Shows the name of the scene that is defined to run in the background of the middle and
front layer scene(s).
Middle Layer: Shows the name of the scene that is defined to run in the middle between the back
and front layer scene(s).
Front Layer: Shows the name of the scene that is defined to run in the foreground of the back and
middle layer scene(s).
Uptime: Shows the time elapsed since Viz was started.
6.4.2 Clients Tab
In the Clients tab, all connected clients are shown with the IP address, host name and Viz Port.
6.5 License Information
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The license information listing shows the license information such as licensed features and how many
days the license has left before it must be renewed.
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7 Audio in Viz
This section contains the technical description of the Viz Engine audio system, and contains the following
information:
Overview
Device Recognition and Selection
Timing Behavior and Delay Settings
Channel Setup and Clip Channel Routing
Audio Plug-in
Clip Formats
Speaker Names
Matrox Audio
7.1 Overview
There are two ways to capture audio in the Viz Engine, through Matrox or a DirectSound compatible
device.
This section contains information on the following topics:
Channels
Matrox Routing
DirectShow
7.1.1 Channels
This section contains the following topics:
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Audio Channels
Matrox Input Channels
Output Channels
Audio Channels
Viz Engine handles up to 16 audio channels for both input and output. This corresponds to the maximum
number of embedded audio channels on an HD-SDI video source. Every channel can be given one or
more user-defined aliases.
Matrox Input Channels
If using Matrox video hardware, the 16 input channels are available as AES/EBU input or embedded
audio.
Output Channels
After mixing, the Viz Engine writes the audio data to the available output devices.
7.1.2 Matrox Routing
This section contains the following topics:
Matrox Live Input Routing
Matrox Clip Routing
Matrox Live Input Routing
On Matrox cards, it is possible to route live input channels to any internal Viz Engine output channel.
Several channels can be routed to a single internal channel, but it is not possible to duplicate input
channels.
Matrox Clip Routing
Audio from Matrox clips are mapped one by one to the internal Viz Engine channels; hence, no routing is
possible.
Audio from audio clips played through the stage is routed to the internal audio channel. This can be done
automatic or manually.
See Also
Channel Setup and Clip Channel Routing
7.1.3 DirectShow
This section contains the following topics:
DirectShow Filters
DirectSound Input
DirectSound Audio Card
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DirectShow Filters
Viz Engine is able to play any audio file for which a DirectShow filter is installed.
DirectShow provides a set of default filters that install automatically with Microsoft® Windows®. These
filters support many data formats while providing a high degree of hardware independence.
All the filters supported by the DirectShow Software Development Kit (SDK) are listed on the Microsoft
Developer Network (MSDN) website. If a filter appears in GraphEdit but is not documented by the
MSDN on-line reference, it means the filter has either been installed by a third party or is used internally
by some other Microsoft technology. Such filters are not supported by the DirectShow SDK.
DirectSound Input
Microsoft DirectSound provides a system to capture sounds from input devices and play sounds through
various playback devices using advanced 3-dimensional positioning effects, and filters for echo,
distortion, reverberation, and other effects.
A DirectSound compatible card is an alternative for designers that use laptops with no video card
installed, or if analog audio is needed.
Viz supports DirectSound compatible cards that support DirectX version 8 or later.
......................................................................................................................................................................
Note: Matrox are only able to output digital audio.
......................................................................................................................................................................
DirectSound Audio Card
Viz Engine 3 is able to use any DirectSound capable audio card installed in the system. If a Matrox board
is installed on the system, Viz Engine synchronizes the audio output of the DirectSound cards to the video
sync signal coming in to the video card.
See Also
Device Recognition and Selection
7.2 Device Recognition and Selection
The audio system is able to use any installed DirectSound capable audio device. On every device, up to
16 channels can be used.
155
Sample Rate: Reserved for later use. Shows the sample rate. Default sample rate is 48kHz (48000)
which is the maximum allowed.
Device n: Shows the name of the audio card.
Bits per Sample: Reserved for later use. Shows the number of bits used per sample. Default value is
16 Bit per sample rate.
Mode: Refers to the audio mode of the Matrox board. Options are:
Embedded: Audio is captured from the Live video input connectors and made available to the
Viz Engine audio mixer, to mix it with other audio sources. Then output as embedded audio on
the live video output connectors
AES: Audio is captured from the AES input connectors and made available to the Viz Engine
audio mixer, to mix it with other audio sources. Then output on the AES output connectors
Embedded -> AES: Embedded audio is captured from the live video input connectors and
made available to the Viz Engine audio mixer, to mix it with other audio sources. Then output
on the AES output connectors
AES -> Embedded: Audio is captured from the AES input connectors and made available to
the Viz Engine audio mixer, to mix it with other audio sources.Then output as embedded audio
on the live video output connectors
Loop: Audio is looped through. No audio is mixed
Default: Audio is captured, but no output on the Matrox card
During the startup process Viz Engine tests all available audio cards installed on the system.
Manual activation of audio devices is done in SECTION AUDIO_CONFIG of the Viz Config
file. By default a one to one channel assignment from the first audio device is done when a new
device is selected.
7.3 Timing Behavior and Delay Settings
In this timing behavior for every activated DirectSound only card can be set. The default values should
work for most devices; however, differences may occur.
7.3.1 Latency adjustment on the DirectSound audio device
All sound devices use a Ring buffer that stores data until it is sent out to the audio channels, and this ring
buffer is organized in blocks of data. All sound hardware defines a distance in blocks (or bytes) that needs
156
to be maintained. For almost all devices on the market a distance of 6 blocks is sufficient to have a “clean
output” without artifacts.
......................................................................................................................................................................
Tip: Try to decrease the ’Block Read Forward’ value down to 3 to accomplish less delay for the
output. Viz Engine creates a ring buffer of 1 second which is split in 60 blocks. This gives an output
delay of 10 milliseconds when the BlockReadForward value is 6 (see the Viz Config file’s SECTION
AUDIO_CONFIG).
......................................................................................................................................................................
......................................................................................................................................................................
Note: An audio card which is not synchronized will always run faster or than a synchronized video or
audio card. There is a mechanism needed to keep all audio cards synchronized with each other. The
mechanism, shown below, is used by Viz Engine to fulfill this condition:
......................................................................................................................................................................
After mixing the packages received from the Matrox board the blocks of audio data are moved to the
Matrox output buffer. This buffer is organized as a ring buffer and holds one second of data and this is the
maximum delay that can be achieved with the described mechanism.
The SyncTargetPosition parameter, set in SECTION AUDIO_CONFIG, defines the position
relative to the playout position of the Matrox board where the audio data for the direct sound cards are
branched. If the card is running slower than the reference card, the synchronized position will move away
from the playout position. If it is faster, SyncTargetPosition will move to the playout position. The
157
SyncTargetWindowSize parameter defines the border, when Viz Engine starts to re-sample the
DirectSound data to bring SyncTargetPosition back in place. The predefined value of 250 samples
is a good compromise between performance and quality. If a cheap audio card is used and small artifacts
can be heard, try to increase this value. Good ranges are from 250 up to 600.
SyncTargetPosition is used to synchronize the different audio cards to each other. Every audio card
shows a specific delay behavior. Increase or decrease this value if one card is faster than the other. If the
value is too small artifacts will occur; however, most audio cards work fine with the predefined values.
SyncTargetPosition and SyncTargetWindowsSize are configurable settings that can be set
separately for every activated audio card.
Channel Device and Channel Track settings
In Viz Engine it is possible to combine two or more devices for playout of the Viz Engine’s internal audio
channels.
Note that Viz Engine internally can use up to 16 channels. On many professional multichannel cards the
channels are organized in virtual devices with 2 channels. A good example is the following configuration:
Available2 = M-Audio Delta 66 1+2
Available3 = M-Audio Delta 66 3+4
In Viz Engine it is possible to combine these two devices and create a quad speaker configuration as
shown below:
VIZChannelDevice0 = M-Audio
VIZChannelDevice1 = M-Audio
VIZChannelDevice2 = M-Audio
VIZChannelDevice3 = M-Audio
VIZChannelDevice4 = Realtek
VIZChannelDevice5 = Realtek
VIZChannelDevice6 = Realtek
VIZChannelDevice7 = Realtek
VIZChannelDevice8 = none
VIZChannelDevice9 = none
VIZChannelDevice10 = none
VIZChannelDevice11 = none
VIZChannelDevice12 = none
VIZChannelDevice13 = none
VIZChannelDevice14 = none
VIZChannelDevice15 = none
VIZChannelTrack0 = 0
VIZChannelTrack1 = 1
VIZChannelTrack2 = 0
VIZChannelTrack3 = 1
VIZChannelTrack4 = 4
VIZChannelTrack5 = 5
VIZChannelTrack6 = 6
VIZChannelTrack7 = 7
VIZChannelTrack8 = 0
VIZChannelTrack9 = 0
Delta 66
Delta 66
Delta 66
Delta 66
HD Audio
HD Audio
HD Audio
HD Audio
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1+2
1+2
3+4
3+4
output
output
output
output
VIZChannelTrack10
VIZChannelTrack11
VIZChannelTrack12
VIZChannelTrack13
VIZChannelTrack14
VIZChannelTrack15
=
=
=
=
=
=
0
0
0
0
0
0
See also the Viz Config file, SECTION AUDIO_CONFIG.
7.4 Channel Setup and Clip Channel Routing
Channel setup is configured in the Audio Settings section in Viz Configuration. To get a correct mixing of
clip channels to the Viz Engine internal channels it is important to set the audio channels in a correct way.
The Audio Settings section of Viz Configuration is used to configure audio channels and channel routing,
and To Add Multi-language Audio Channels. The latter allows the same scene with the same audio clips
to output English, German, French and background music on three different machines. It is also possible
to create 3D and other channel configurations for as many environments as needed. Stereo is configured
by default.
From Viz Artist, a scene designer is able To Add Multiple Audio Channel Configurations, test the audio
channel setup, and switch between the different local setups matching for example one or several remote
Viz Engine audio setups. Configurations can also be tested separately or all together.
7.4.1 To Test Audio Channel Setup
1.
2.
3.
4.
5.
6.
7.
Start Viz Artist.
Create a new Scene.
Add a group container to the Scene Tree.
Add the Audio Plug-in .
Open the Audio plug-in editor.
Add an audio clip to the Test Clip drop-zone
Click Play.
......................................................................................................................................................................
Tip: Always have a set of test clips that will provide audio for the different channel setups.
......................................................................................................................................................................
7.5 Audio Plug-in
159
The Audio plug-in allows a designer to configure audio channels.
Go to Audio in Container Plugins (see the Viz Artist User Guide), for more information on the Audio
Plug-in.
This plug-in is located in Viz Artist (Built-ins -> Container Plugins -> Global) and can be applied to any
container.
7.6 Clip Formats
The recommended audio format is WAVE, as it gives the least decoding time and the best performance.
Additionally, it is the only format that matches the Viz Engine support for 16 channels.
Video clips can have interleaved audio in it. The format is limited to 24bit and 48khz. There needs to be at
least 2 channels in it as mono is not supported. Again, the maximum channels are 16.
SDI in, break-out box (BOB) out is supported as well as BOB in and SDI out. It can be controlled by the
video/clip channels controls.
Viz Engine is able to import and play the following Formats:
WAVE: Up to 96kHz, 24Bit and 16 Channels.
MP3: All Formats (Stereo only)
OggVorbis: All Formats, up to 16 Channels.
See Also
Audio Settings
Matrox configuration
7.7 Speaker Names
Viz Engine understands the following default speaker names:
FRONT_LEFT, FRONT_RIGHT and FRONT_CENTER
LOW_FREQUENCY
BACK_LEFT, BACK_RIGHT, and BACK_CENTER
FRONT_LEFT_OF_CENTER and FRONT_RIGHT_OF_CENTER
SIDE_LEFT and SIDE_RIGHT
TOP_CENTER, TOP_FRONT_LEFT, TOP_FRONT_CENTER, TOP_FRONT_RIGHT,
TOP_BACK_LEFT, TOP_BACK_CENTER and TOP_BACK_RIGHT
SPEAKER_RESERVED
See Also
160
Audio Settings
Matrox configuration interface
7.8 Matrox Audio
The Matrox card is able to up to 16 channels for capture and playout. The audio can be embedded into the
video signal or be an external signal through the AES/EBU connectors. It depends on the Matrox version
which AES/EBU connectors are available.
On the X.mio cards there are balanced 75 Ohm connectors. On newer cards, 110 Ohm connectors are
used.
7.8.1 To Enable Matrox Audio
1. Open Viz Config.
2. Click on Audio Settings .
3. In the Various tab, set either, or both, Enable embedded audio on Live1 or Enable embedded
4.
5.
6.
7.
8.
audio on Live2 to On.
This must be done for AES/EBU audio as well.
Click on the Setup tab.
Set a Mode. Select from:
Embedded
AES
Embedded AES
AES Embedded
Loop
Click on Matrox.
Select VideoIn A or VideoIn B
In the Audio section:
Set Audio to Active
Set the required Channels
Set the required Delay
.................................................................................................................................................................
Tip: Use the provided configuration templates to set defined parameters in the Audio
section. Go to <viz install folder> -> import -> AE -> templates
.................................................................................................................................................................
9. Click Save.
10. Close Viz Config.
7.9 Emergency Alert System
The Emergency Alert System (EAS) us a national warning system in the United States that supersedes the
Emergency Broadcast System (EBS) and the CONELRAD System. EAS is jointly coordinated by the
Federal Communications Commission (FCC), Federal Emergency Management Agency (FEMA), and the
National Weather Service (NWS). The official EAS is designed to enable the President of the United
States to speak to the citizens of the United States within 10 minutes.
161
In Viz Engine, the analog audio input through the DirectSound device is reserved for the Emergency Alert
System (EAS) for broadcasters in the United States of America. If the EAS is activated, all audio will be
muted, and the source from the first analog audio card installed in the system will be played through the
Matrox board. The behavior is supported with the Text-to-Speech plugin, as well as audio clips which are
recorded prior to sending. These clips can be added dynamically. Viz Engine will then add them directly
into predefined audio channels and also mute the other channels.
7.9.1 To specify output channels for EAS
1. Open Audio Settings and select the Channels tab.
2. In the Out Channel list, enter the keywords EAS0 and EAS1 for the left and right channels,
respectively. If either keyword is used in any channel, explicit mapping is used.
Several output channels may be pointed to by the same EAS channel. If no explicit mapping is set, Viz
Engine defaults to output channels 0 & 1. Empty mapping is not allowed for the EAS system.
162
8 Shared Memory (SHM)
The information in this section relates to the VizCommunication.Map (see the Viz Artist User Guide).
A local VizCommunication.Map in each Viz Engine (as part of a cluster), collects and stores data. This
data can be internal data, like a scene script pushing data to the map, or data from external control
applications through TCP or UDP.
This section contains information on the following topics:
External Data Input
Internal Data (Interactive Scene)
Synchronization
Snapshot
See Also
Data Sharing (see the Viz Artist User Guide)
8.1 External Data Input
Data feed into the Shared Memory (SMM) should be done through the dedicated UDP or TCP IP ports for
the SMM. Vizrt provides a set of components, SendToSMM, to makes this task easier.
......................................................................................................................................................................
Note: Go to <Viz Install Directory> -> Tools -> SendToSMM, for more information about
SendToSMM.
......................................................................................................................................................................
Data can also be sent to SHM through a Command Interface. Data sent through the Command Interface
may be seen as a good option because the data would need to be sent to one Viz Engine only, and this Viz
Engine engine would then distribute the data to the other Viz Engines. But Data sent to SHM through the
Command Interface has problems:
Data sent through the Command Interface will block the render queue of the receiving engine
causing potential frame drops. Since the data needs to be sent through a command significant more
bytes are transferred over the Network.
This Viz Engine is also a single point of failure
The data will arrive at this one Viz Engine sooner than on all other Viz Engines
The notification method of the Graphic Hub Manager is used to distribute the data and can cause
additional load for the Graphic Hub Manager
The preferred method to send data is to use the ‘SendToSMM’ library (or an equivalent) to send the
data to the individual Viz Engines.
163
The communication protocol for the import of Shared Memory data depends on the type and final output
of the data. There are set protocols to use with large amounts of data, in which all of the data must reach
its destination graphic, and also where large amounts of data must be received, quickly, but some loss of
data is acceptable.
......................................................................................................................................................................
Note: It is also possible to import data through Multicast. This method is not recommended as it can
pollute the network.
......................................................................................................................................................................
This section contains information on the following use-cases:
SHM over TCP
To Use TCP for SHM
SHM over UDP
To Use UDP for SHM
Plugin API
Command Interface
Command Examples
8.1.1 SHM over TCP
The SHM TCP communication protocol guarantees a reliable delivery of packages. It is a much more
efficient than the Command Interface, but not as fast as SHM over UDPl.
Use cases for a TCP connection could be finance stocks and currencies, or election result information,
where the requirement is to deal with large amounts of information, and all of this data must reach its
destination graphic. A single piece of lost data can have economic consequences, falsify charts, show
mathematically wrong results, etc.
164
A TCP connection to a Viz Engine can be held open for a long time (this is recommended), and should not
be opened and closed between sending variables.
......................................................................................................................................................................
Note: The default maximum number of TCP connections is limited to 255. Within this number of
connections, a user defined limit of maximum connections can be set in the Communication section of
Viz Configuration.
......................................................................................................................................................................
......................................................................................................................................................................
IMPORTANT! The external program which provides the data, must connect and send the data to
each Viz Engine individually. Vizrt provides a C# library, SendToSMM (part of the Viz install), for
this purpose.
......................................................................................................................................................................
To Use TCP for SHM
1.
2.
3.
4.
Go to the Configuring Viz.
Click on Communication.
Click on the Shared Memory Properties tab.
In the Shared Memory panel set these parameters:
TCP Port: Vizrt does not recommend a specific port. Always make sure that the selected
port is not in use by any other program on the same subnet.
5. Click Save.
The syntax for the key-value pairs is:
key|value\0
Multiple key-value pairs can be sent, at once, as well. To do this make sure that each pair is
terminated with 0.
key1|value1\0key2|value2\0key...
8.1.2 SHM over UDP
The SHM UDP communication protocol should be used for the delivery of volatile data. It is quicker than
the SHM over TCP protocol, but less reliable, and is much more efficient than the Command Interface.
165
A use case for UDP would be Motor Sports, where data like speed, velocity, etc., is required. This is
where there is a requirement to deal with large amounts of data, but not all of this data must reach its
destination. A single piece of data lost will not affect the constant data update.
To Use UDP for SHM
1.
2.
3.
4.
Go to the Configuring Viz.
Click on Communication.
Click on the Shared Memory Properties tab.
In the Shared Memory panel set these parameters:
UDP Port: Vizrt does not recommend a specific port. Always make sure that the selected
port is not in use by any other program on the same subnet.
5. Click Save.
The syntax for sending key-value pairs is the same as for TCP and UDP Synchronization.
8.1.3 Plugin API
An option to manipulate data in SHM is by a plugin interface.
A use case would be where a TCP or UDP connection can not be used, or is not to be used. It is possible
to write a plugin to import data (e.g. from an XML file, another database, etc.) and push it to SHM.
Another use case would be an interactive Scene (see Internal Data (Interactive Scene)).
......................................................................................................................................................................
Note: The Plug-in API documentation is included with the Viz installation (go to Start -> All
Programs -> vizrt -> Viz 3.x -> Documentation -> Plugin SDK Documentation -> Classes -> Class
List -> Shared_Memory).
......................................................................................................................................................................
Command Interface
For small and single value changes the Command Interface of Viz Artist can be used. For example, to
update a headline in a Scene.
......................................................................................................................................................................
IMPORTANT! A command operation can block the renderer. If there are too many commands,
within a small time, or commands containing a large amount of data, are sent, this can result in not
rendering real-time anymore.
166
......................................................................................................................................................................
......................................................................................................................................................................
Note: Vizrt do not recommend this as a method for data import.
......................................................................................................................................................................
Any external program should consider the performance of the single or all connected Viz Engines. If there
is a burst of thousands of SHM variables this can have implications on the Viz Engine rendering
performance (Current (CUR) and Maximum (MAX)).
A full list of commands is at:
<viz install folder>\Documentation\CommandInterface\index.html
......................................................................................................................................................................
Note: From the list of commands, the commands, CLEAR, DELETE_ELEMENT and
PURGE_ELEMENT will only work when sent through the command interface of Viz Artist.
......................................................................................................................................................................
......................................................................................................................................................................
IMPORTANT! The command CLEAR must be run on each Engine where the MAP is to be
reset (VIZ_COMMUNICATION*MAP CLEAR).
......................................................................................................................................................................
Whenever a new entry is made in the map (a new key-value pair) or values are changed, then the
change is propagated to the other Viz Engines through a database messaging service to update the
local copy of each Viz Engine’s map (this only works when sent over the general communication
port of Viz Engine (default port 6100)).
Command Examples
VIZ_COMMUNICATION*MAP can be used to access the map.
SET_DOUBLE_ELEMENT and GET_DOUBLE_ELEMENT
......................................................................................................................................................................
Example:VIZ_COMMUNICATION*MAP SET_DOUBLE_ELEMENT "my_double" 1.2
......................................................................................................................................................................
......................................................................................................................................................................
Example:VIZ_COMMUNICATION*MAP GET_DOUBLE_ELEMENT "my_double"
......................................................................................................................................................................
8.2 Internal Data (Interactive Scene)
When data is modified on one Viz Engine through a script or through a plugin, the data change will get
reflected on the other Viz Engines automatically.
A use case could be a touch screen scene which modifies data, which is also used for HD-SDI Viz
Engines or Viz Engines driving a Video Wall.
This synchronization uses the Graphic Hub Manager as a relay. Therefore it is important that all Viz
Engines, which are to receive the data, are connected to the same Graphic Hub Manager, which use the
same user or at least the same group.
167
8.3 Synchronization
If a Viz Engine is restarted or added to the cluster of Viz Engines for playout, the VizCommunication.Map
data will not available on this Viz Engine. The local map on a new or restarted Viz Engine can be
synchronized with the local map on another running Viz Engine in the same cluster.
......................................................................................................................................................................
Example: If Viz Engine 1 restarts it will look to, for example, Viz Engine 3 to update it’s local
VizCommunication.Map.
......................................................................................................................................................................
A start-up Viz Engine can be synchronized through:
TCP, or
UDP, or
An External Control Application, or
Commands
This section contains information on the following topics:
TCP and UDP Synchronization
To Synchronize a Viz Engine with TCP or UDP
External Control Synchronization
Command Synchronization
To synchronize a Start-up Viz Engine with Commands
8.3.1 TCP and UDP Synchronization
Use the procedure detailed below to synchronize a restarted or added Viz Engines, in a cluster, with the
TCP or UDP protocol:
168
TCP: The recommended communication protocol to synchronize maps on start-up because it is
reliable and efficient (see SHM over TCP).
UDP: For fast communication, but has drawbacks. For instance, packets can get lost (see SHM over
UDP).
To Synchronize a Viz Engine with TCP or UDP
1.
2.
3.
4.
Go to the Configuring Viz.
Click on Communication.
Click on the Shared Memory Properties tab.
Enter the TCP or UDP port number.
......................................................................................................................................................................
Always make sure that the selected port number is not in use by any other program on the
same subnet.
......................................................................................................................................................................
5. In Master Engine Ip Address type the Ip address of a running Viz Engine to synchronize with.
Example <IP/hostname of Viz Engine 3>.
......................................................................................................................................................................
Note: Must be the IP address of a running Viz Engine in the same cluster system.
......................................................................................................................................................................
6. In Master Engine Port, type the port number to be used (default 6100).This port sends the single
startup synchronization command to start synchronizing. It should be the same as the general
communication port of the Viz Engine set in Master Engine IP Address.
7. In Master Poll, select UDP or TCP as selected in step 4.
8. Click Save.
8.3.2 External Control Synchronization
Synchronization can also be done from an External Control Application. The following command has to
be sent to the Viz Engine which has the memory map populated:
From a Command Interface
VIZ_COMMUNICATION SYNCHRONIZE_TO <engine port>
where the Viz Engine is the engine which receives the data through the Command Interface. The port
is usually 6100 (standard command interface port).
169
......................................................................................................................................................................
Note: Vizrt do not recommend this as a method for synchronization.
Through TCP Communication
VIZ_COMMUNICATION SYNCHRONIZE_SMMTCP <engine port>
where the Viz Engine is the engine which receives the data, and the port is the one that was specified
for incoming TCP key|value pairs on the Viz Engine which is to receive the data (see SHM over TCP
).
Through UDP Communication
VIZ_COMMUNICATION SYNCHRONIZE_UDP <engine port>
where the Viz Engine is the engine which receives the data, and the port is the one that was specified
for incoming UDP key|value pairs on the Viz Engine which is to receive the data (see SHM over
UDP).
8.3.3 Command Synchronization
Another communication option is by Commands. Here each map entry is synchronized through
commands.
It is reliable, but very slow and blocks the engine for quite an amount of time, if the map is large.
......................................................................................................................................................................
Note: Vizrt do not recommend this as a method for synchronization.
......................................................................................................................................................................
To synchronize a Start-up Viz Engine with Commands
1.
2.
3.
4.
Go to the Configuring Viz.
Click on Communication.
Click on the Shared Memory Properties tab.
In the Shared Memory panel set these parameters:
Master Engine Port: Enter the communication port of the Master engine (default is 6100).
Master Poll: Click on Commands.
5. Click Save.
8.4 Snapshot
It is also possible to take a data ‘snapshot’ (save the whole content of the map) at any time. One Viz
Engine can save the whole content of the map by calling the map’s SaveToDb procedure, and another
client can read it by calling LoadFromDb.
The downside of this approach is that these functions block the renderer and can cause poor performance
of the Graphic Hub Manager database, if the map is stored repeatedly.
......................................................................................................................................................................
IMPORTANT! The resulting SHM map objects are replicated as well. So saving the map each field
or every minute can result in serious problems for the Graphic Hub Manager database (replication
failing, etc.).
......................................................................................................................................................................
170
......................................................................................................................................................................
Note: For more information see the script function documentation. Go to, Start -> All Programs ->
vizrt -> Viz 3.x -> Documentation -> Script Documentation -> Data Types and procedures -> Shared
Memory, or <Viz Install Directory> -> ScriptDoc -> DataTypeSharedMemory.
See Also
External Data Input
Synchronization
171
9 Frame Accurate Output
At the moment the frame accurate commands only work with DVE as clip target. Due to different usage of
the ring buffer (another place in the timeline) the texture target is not working.
This section contains information on the following topics:
Prerequisites
Configure Frame Accurate Output
Commands
General Purpose I/O Commands
9.1 Prerequisites
To make sure clip handling is fast the system has to be configured to use a RAID-0 hard disc
configuration. Also it is best to use a Matrox X.mio2 or X.mio2 Plus rather than an X.mio because of the
increased memory usage and performance required.
If the system is fitted with an X.mio you could increase the performance by setting the used RGB to YUV
conversion to Shader (see Render Options). For further details, see the Configure Frame Accurate Output
section.
As all of the clip players are initialized at first usage it is necessary to do so prior to starting a frame
accurate scene. Do this by loading a dummy scene that has all clip channels set to either DVE or texture
mode and a valid clip name given.
......................................................................................................................................................................
Note: It can take up to four seconds for the clip players to initialize. Do this a second time to also
initialize the pending clip players. Please keep in mind that this procedure is only needed after a fresh
restart of the Viz Artist/Engine.
......................................................................................................................................................................
9.2 To Configure Frame Accurate Output
1. Open Viz Configuration
2. Select the Communication section and enable Frame Accurate Viz Communication
3. Set FAVC Bias as needed
4.
5.
6.
7.
Delay fields (in addition to ring buffer size) for frame accurate commands via TCP or GPI.
This is the bias in frames for the commands if Frame Accurate Viz Command is turned on.
Could be negative as well.
Set FAVC Field Dominance to Odd Retrace Counter
For FAVC Field Dominance you can set Odd Retrace Counter or Even Retrace Counter
where Odd retrace counter is the recommended option.
Select the Render Options section and set the RGB to YUV setting to Shader
The following setting will increase performance only when an X.mio is installed.
Select the Matrox section and click the Memory Management tab
Expand the ClipIn settings for the clip channel you use (1 or 2) and set Video Delay DVE to 0
and Pending to Active
8.
172
8. Click Save and Close
9.3 Commands
To enable frame accurate handling of clips, it is necessary to preload the next scene by using the CUE
command:
SCENE*<Scene Name>
CUE
Because the loading time of clips is affected by disc speed and the used codec, allow at least 1 second
head start for the CUE command. The earlier you cue the next scene the more likely all of the clips are
prepared when needed.
After the initial CUE command it is/could be necessary to send the following commands. If the scene was
saved at another position than 0 send:
SCENE*<Scene Name>*STAGE SHOW 0.0
The following is always needed to finally set and activate the scene:
RENDERER SET_OBJECT SCENE*<Scene Name>
If the director is not configured to auto start you should use:
MAIN_SCENE*STAGE START
......................................................................................................................................................................
Note: The first and last commands are optional
......................................................................................................................................................................
9.4 General Purpose I/O Commands
Viz Engine can send and receive frame accurate commands via General Purpose input/output (GPIO),
provided the following requirements are met:
PCI or PCI Express Sealevel I/O device with 8, 16 or 32 digital inputs installed. Devices connected
via Ethernet or USB cannot be used.
Viz Engine 3.3 (rev 8394) or later to receive commands.
Viz Engine 3.8.2 to send commands.
A Matrox X.mio-series video board is required for getting the actual field which is played out.
This section contains information on the following topics:
Input Functionality
Flow of the GPI signal
Output Functionality
Commands
173
9.4.1 Input Functionality
Currently there are five commands available which enables you to queue commands for execution when a
pin on the Sealevel board shows a raising or falling edge. For every Pin, an arbitrary amount of commands
can be queued for the raising and falling event. Every command can be armed with a counter which tells
Viz Engine how often the command should be executed before it is removed from the queue. A counter of
0 tells Viz Engine that the command should never be removed from the queue.
The following diagram illustrates the Flow of the GPI signal from the sender until the consequences of the
executed command are rendered into the correct position in the Matrox ringbuffer. As soon as a GPI
sender changes the status of a pin, connected to the Sealevel device, the change is reflected in an internal
register of the card. In Viz Engine a thread polls this register every millisecond. As soon as a change is
found it calculates the timestamp for when the command should be executed.
The thread looks for the pin command in the Command map and queues the command into the
Timestamped commands queue. As the actual depth of the Matrox ring buffer is known the render loop
checks every field if it is time to execute a command from the queue. This guarantees that the command is
executed at the correct field, no matter how large or full the ringbuffer actually is.
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9.4.2 Flow of the GPI signal
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9.4.3 Output Functionality
Since version 3.8.2, Viz Engine is able to send external triggers via GPIO on systems with a supported
Sealevel GPI/O card installed, using the GPO Command - Set.
Depending on the GPI/O card configuration in the Sealevel driver, the first configured output channel
could reside in a higher bank. For example, bank 2 -> first channel = 16.
......................................................................................................................................................................
Note: Only one channel can be sent at a time.
......................................................................................................................................................................
9.4.4 Commands
The following are the available GPIO commands:
Pin Command - Set
Command - Clear
Information - Get
Pin Command - Test
Enable - Set
GPO Command - Set
Pin Command - Set
VIZ_COMMUNICATION*GPI_PIN_COMMAND SET ”<Command ID> <Command>” <PIN>
<UP_DOWN> <COUNT>
Adds a command to the queue.
......................................................................................................................................................................
Example:VIZ_COMMUNICATION*GPI_PIN_COMMAND SET "-1
RENDERER*MAIN_LAYER*STAGE START" 0 1 0
......................................................................................................................................................................
<Command ID>: The command ID specifier.
<Command>: Command string which should be queued.
<PIN>: Input pin number (valid from 0-31) where the first Pin is 0.
<UP_DOWN>: 0 means the command should be executed on a falling edge, 1 means the command
should be executed on a raising edge.
<COUNT>: The command will be executed <Count> times. The command will execute once per
event and NOT <Count> times per event. A value lower or equal to 0 means that the command will
never be removed from the queue.
Remarks: After the GPI event occurs, the execution time of the command will be calculated. The
execution time is calculated in the following way:
Ring_Buffer_Size*2+7+Delayed_Command_Bias. The <Delayed_Command_Bias>
can be set in the Viz Config file. Therefore Ring_Buffer_Size*2+7 is the minimum delay for
GPI triggered commands.
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Command - Clear
VIZ_COMMUNICATION*GPI_PIN_COMMAND CLEAR <PIN> <UP_DOWN>
Clears all commands from the queue.
<PIN>: Input Pin number (valid from 0-31) where the first Pin is 0.
<UP_DOWN>: 0 simulates a command executed on a falling edge, 1 simulates a command
executed on a raising edge.
Information - Get
VIZ_COMMUNICATION*GPI_INFO GET
Sends information on the installed GPI device.
If a valid device is present the command will return the number of available GPI Banks. Therefore a value
of 1 means that 1 bank (8 inputs) is available.
If the command returns 0 no valid GPI device is present.
Pin Command - Test
VIZ_COMMUNICATION*GPI_PIN_COMMAND TEST <PIN> <UP_DOWN>
Sends all queued commands for the pin and signal to the Viz Engine. The counter for the commands is not
decremented.
<PIN>: Input Pin number (valid from 0-31) where the first Pin is 0.
<UP_DOWN>: 0 means the command should be executed on a falling edge, 1 means the command
should be executed on a raising edge.
Enable - Set
GLOBAL*GPI_ENABLE SET <1 or 0>
Enables or disables GPI commands for the Viz Engine. All functionality is available except of sending the
commands on a GPI signal. If disabled the command will be shown in the console and a warning is
shown, that GPI is disabled. The TEST command is working as usual, even if GPI is disabled.
1 enables GPI execution
0 disables GPI execution
GPO Command - Set
VIZ_COMMUNICATION*GPO_BIT SET <bit> <state>
Sets the specified output channel to either ON or OFF:
1 is ON
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0 is OFF
The command can be sent directly via the Viz Engine command line, via an action keyframe, or
DataPool plug-ins.
......................................................................................................................................................................
Example:send VIZ_COMMUNICATION*GPO_BIT SET 17 1
......................................................................................................................................................................
......................................................................................................................................................................
IMPORTANT! The bit count starts at 0.
......................................................................................................................................................................
9.5 Timed Command Execution
In order to achieve frame accurate output at a certain time, Viz Engine takes advantage of a time code
reader board and special commands.
Viz Engine will record certain commands and executes them exactly at the time the time code reader
board will hit this timestamp.
Here, you find the following:
Time code related commands
Prerequisites
Configuration
Settings for X.mio2 and X.mio2+ boards.
......................................................................................................................................................................
Field Accurate Timed Command Execution is only available on Matrox X.mio2, X.mio2+ and X.mio3
(as X.mio2+) boards.
......................................................................................................................................................................
9.5.1 Time code related commands
TC*TC_INFO GET
Gives you all available time codes in the system. The return is a list of indexes and strings. Therefore
every time code source is identified by a unique index.
TC*TC_ACTIVE GET
Gives all time codes which have been updated in the last 2 fields
TC*TC GET <index>
Returns the time code for the index. TC*TC_COMMAND SET <index> <HH> <MM> <SS> <FF>
"Command String" <Count>
Queues a Command for execution on a specific Time.
<index> : Index of the Timecode
<HH> <MM> <SS> <FF>: The timecode in Hours,Minutes,Seconds,Fields "Command String": The
Command in quotes.
<Count>: The command will be executed Count times. If Count is smaller than 1 the command will be
executed always when the time code is read on the source.
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TC*TC CLEAR <index>
Clears all queued commands for the time code source with index <index>
9.5.2 Prerequisites
The following prerequisites need to be done:
The system must be equipped with a Plura TC Reader board. This needs to be enabled in the Viz
Config File by setting TCReaderUsage = 1
The correct TC source must be set by using TCReaderSource
Viz Engine supports LTC, VITC, ATC_LTC, ATC_VITC, HANC_LTC, HANC_VITC.
To specify multiple sources the format would be:
TCReaderSource = LTC | VITC
Commands need to be sent with a timecode.
For example: TC*TC_COMMAND SET_TC 1 "12:00:00:00" "-1 RENDERER*MAIN_LAYER
SET_OBJECT SCENE*<9968FF26-35B0-4C01-AE5A4F8D11D1543B>
Ringbuffer should be turned on
This will make sure that the command to load the given scene will be executed exactly at the given
timecode. (12:00:00:00).The fillsize of the ringbuffer will be considered.
......................................................................................................................................................................
To verify this, make sure the final output device (Recorder, Monitor) can display the same timecode
as attached to the Viz Engine.
......................................................................................................................................................................
9.5.3 Configuration
To configure a correct field accurate timeout, a few parameters need to be set. Three important values are
responsible for a proper playout of Graphics, DVE Live sources and DVE Clips:
Timed Command Bias:
Command: TC*TC_BIAS SET n (in fields)
Config Setting: delayed_command_bias = n
This presents the overall delay in fields the commands will be sent if the time code hits the timestamp.
This affects Graphics and any DVE source. For instance, if your graphics appear 2 frames too late, you
need to use delayed_command_bias= -2.
......................................................................................................................................................................
The Command TC*TC_BIAS SET n will immediately take effect without restarting Viz Engine.
......................................................................................................................................................................
VideoIn[n]DelayDVE:
If you also need to show DVE Live effects in a frame accurate environment, there is also the need to
configure the delay of the LiveInput DVE. This is done by setting
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Matrox0.VideoIn1.VideoDelayDVE = n
in the config file. This is the number of fields, the DVE signal is delayed until it is shown on the video
output. This value can not be negative, the minimum is 1 (0 also represents 1). If your graphics + DVE is
still too late, you need to decrease the Timed command bias and adjust the VideoInDelay accordingly.
ClipIn[n]DelayDVE:
Additionally if also clips need to be played exactly at the given timecode and additional parameter comes
in play:
ClipIn1.VideoDelayDVE = n
This controls how many fields a clip is being delayed until it shows up on the Video Output.
Note: Clips need always to be cued as the need some time be read from the hard drive. This is done by
sending a
SCENE*<uuid> LOAD
SCENE*<uuid> CUE
to the engine a few seconds before the scene is taken to air. Clips must be placed in the stage to be
preloaded correctly.
The correct sequence to bring a scene on air exactly at 12:00:00:00 with clips prepared would then be:
SCENE*<uuid> LOAD
SCENE*<uuid> CUE
TC*TC_COMMAND SET 1 12 00 00 00 "-1 RENDERER*UPDATE SET 0"
TC*TC_COMMAND SET 1 12 00 00 00 "-1 RENDERER*MAIN_LAYER SET_OBJECT SCENE*<uuid>"
TC*TC_COMMAND SET 1 12 00 00 00 "-1 RENDERER*STAGE START"
TC*TC_COMMAND SET 1 12 00 00 00 "-1 RENDERER*UPDATE SET 1"
Framebuffer Delay
The FramebufferDelay setting is usually used to delay the playout of any graphics. It is used to keep DVE
and Graphics in sync when it is set to 0.
However for fine tuning the delays between Graphics, DVE Live and DVE Videos this value needs to be
adjusted accordingly.
Matrox0.VideoOut1.FrameBufferDelay = n
9.5.4 Settings for X.mio2 and X.mio2+ boards.
The following settings have been measured for X.mio2 and X.mio2+ boards.
......................................................................................................................................................................
As of the architecture of X.mio3 boards, a frame accurate playout with DVE effects (position and
scaling) is currently not possible.
Therefore a X.mio3 board needs to run in X.mio2+ mode (Matrox.LowLatencyMode = 0)
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......................................................................................................................................................................
For X.mio2 boards, following settings are needed:
Resolution
TC_BIAS Setting
1080i50
0
720p50
-1
PAL
+8
1080i60M
2
720p60M
0
NTSC
7
For X.mio2+ boards, following settings are needed:
As of the architecture of X.mio2+ boards, more settings need to be done:
Resolution
TC_BIAS
Setting
DVE Delay
Video
DVE Delay
Clips
FramebufferDelay
1080i50
0
4
0
4
720p50
6
3
-
4
PAL
0
4
0
4
1080i60M
1
4
0
4
720p60M
6
3
-
4
NTSC
1
4
0
4
......................................................................................................................................................................
Note: Viz Engine 3.9.0 is not able to play Clips, Live and Graphics frame accurately on the X.mio2+
board.
......................................................................................................................................................................
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10 Video Wall Configuration
Viz Engine supports output to multiple monitors configured as one large screen, commonly referred to as
a video wall. This section details the hardware and software requirements, and how to configure Viz
Engine to use a Video Wall.
Viz Engine Video Walls are based on the NVIDIA Mosaic technology for multiple displays, in an array of
configurations. This allows for resolutions as high as up to 16k by 16k from one Engine, fully
synchronized with the house sync signal, with displays in landscape, portrait or arbitrary rotation layouts
at the same time. Although a single Engine solution is recommended, multiple Engines in sync are also
supported.
Please take a look at the Troubleshooting section prior to setting up NVIDIA Mosaic for the first time, as
it provides solutions for common issues that may arise during Mosaic setup.
This chapter contains information on the following topics:
Hardware Requirements and Recommendations
Performance Considerations
Video Wall Setup Instructions
Troubleshooting
10.1 Hardware Requirements and Recommendations
Minimum Hardware Configuration for Video Walls
Recommended Configuration for Video Walls
Recommended Configuration for Video Walls Using Multiple Graphics Cards
The decision about which hardware to use when setting up a video wall depends a great deal on how the
video wall will be used. In the most basic sense, any multi-display setup can be used. However, when in
need of a an increased number of displays, clip playback capabilities, live streams, or complex graphics,
the demands on the hardware increases significantly. A video board is required for clip playback and input
capabilities.
Utilizing the NVIDIA Quadro M6000 graphics cards and the Matrix X.mio3 video board, Viz Engine
support video wall configurations with up to 16k by 16k output resolution, and up to eight SDI inputs.
Depending on the selected configuration, Viz Engine currently supports the following inputs and outputs
for video walls:
4-8 SDI inputs, with resolutions ranging from SD to 4K, with a maximum of eight 1080i or one 4K
concurrent input.
4-16 DisplayPort or DVI outputs, with up to 4K resolution per output.
10.1.1 Minimum Hardware Configuration for Video Walls
HP Z800-series Desktop Workstation
NVIDIA Quadro M4000 graphics card
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Matrox X.mio2 video board with optional X.RIO expansion module
NVIDIA Quadro Sync synchronization card
10.1.2 Recommended Configuration for Video Walls
HP Z840 Desktop Workstation
NVIDIA Quadro M6000 graphics card
Matrox X.mio3 or Matrox DSX LE4 video board
NVIDIA Quadro Sync synchronization card
10.1.3 Recommended Configuration for Video Walls Using Multiple Graphics Cards
Supermicro Workstation
2-4 NVIDIA Quadro M6000 graphics cards
Matrox X.mio3 video board
NVIDIA Quadro Sync synchronization card
10.2 Performance Considerations
For maximum performance, the hardware described in the Recommended Configuration for Video Walls
section should be used. In addition, the Engine should be running without GUI. To do this, start Viz
Engine with the following command line options:
<viz install folder>\viz.exe -n -w
10.2.1 Hardware Considerations
As Viz Engine operates in real time, rendering the output field by field, a wide range of factors may
influence performance. Each field is rendered within 20 or 16.67 milliseconds, depending on the output
format being 50 Hz (PAL) or 59.94 Hz (NTSC), respectively. This means that any requirements added to
the render process reduces the time available for rendering the final output. Such requirements can be, but
is not limited to:
Copying between GPUs on a multi-GPU system.
Copying between CPUs on a multi-CPU system.
The system bus transfer rate on the system’s motherboard.
The amount of data to be copied and finally rendered.
In other words, adding more GPUs to the system decreases the overall performance, because of the time
required for copying information between the GPUs. Therefore, in configurations with multiple graphics
cards, the cards should be connected to the same CPU (refer to the motherboard specifications). As a
result, single GPU setups are always recommended over multi-GPU setups for performance reasons. By
adding the Datapath Fx4 display wall controller, a 4K signal can be split into 4 HD signals. This allows to
run, for example, a video wall with a total of 16 displays on one M6000 graphics card, with four Datapath
Fx4 units.
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On a multi-CPU system with two graphics cards, assigning them both to the same CPU can increase
performance with as much as 30 percent.
10.2.2 Scene Design Considerations
When designing scenes for a video wall, the design and graphics should be tested on the actual video wall.
The scenes can be tested on computer monitors as well, in which case the monitor layout should
preferably be as close to that of the video wall the scenes are being designed for, even down to make and
model. This is to avoid different configurations, as well as the look and feel of the test configuration.
For the best result, performance tests should always be performed on the actual video wall before taking a
new scene on air.
In Viz Artist 3.8.2, the resolution of GFX Channels is by default set to the configured output resolution.
To increase performance, limit the GFX channel resolution to the maximum resolution needed, for
example 1920 x 1080 for HD resolution. The resolution setting depends on the scenes to be shown and
how memory intensive they are.
In multi-GPU configurations, GFX Channels should be added as Texture rather than DVE assets, as the
performance improves significantly.
10.3 Video Wall Setup Instructions
This section has information on the following topics:
Pre-Requirements for all Setups
Configure the NVIDIA driver for Video Wall
Order of Steps to Set Up NVIDIA Mosaic
NVIDIA Quadro Sync
To Check the Status LEDs of the G-Sync Device
Make sure that the monitor cables are the same for all cards. For example, a video wall configuration with
six monitors on two cards, should use three outputs on each card with the same connectors on each card. If
required, adapters can be used to connect the displays to the machine.
Make sure the NVIDIA G-SYNC card receives the same reference signal as the video board:
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If a Matrox X.mio2 video board is in use, the loop through of the reference signal can be used, as
illustrated below:
10.3.1 Pre-Requirements for all Setups
1. Shut down the machine.
2.
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2. Install the graphics device, NVIDIA G-Sync board and Matrox X.Mio3. Please refer to the related
documentation included with the hardware. For multiple CPU setups with two graphics devices,
make sure that both devices are on the same CPU.
......................................................................................................................................................................
IMPORTANT! The NVIDIA M6000 card must be installed using the 8-pin power adapter
which is included with the card. Installing the card using a 6-pin power connector will have a
negative impact on performance and can lead to unexpected system behavior with reports of a
PCI error.
......................................................................................................................................................................
3. Connect the NVIDIA G-Sync and Matrox X.Mio3 to the Genlock source.
4.
5.
6.
7.
8.
When attaching the connector cables between the graphics card and the G-SYNC card, make sure
that the red line on all of the connector cables are facing the card’s mounting bracket, towards the
back of the case. Failure to do so can result in synchronization issues.
Connect the Matrox X.Mio3 video input and output jacks.
Connect one monitor only to the graphics card, for the initial setup.
Boot the machine.
Install NVIDIA drivers and Matrox DSX.Utils. Reboot the machine as required.
Shut down the computer and connect all remaining video wall displays to the graphics card. For
configurations with more than one graphics card, make sure to use the same outputs on all cards.
Boot the machine and proceed with the Order of Steps to Set Up NVIDIA Mosaic.
10.3.2 Configure the NVIDIA driver for Video Wall
1. Using the standard NVIDIA settings for Viz Engine, change the following parameter:
Vertical Sync:On.
2. Apply the changes, then select 3D App - Video Editing from the profile drop-down
menu, and apply changes again:
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10.3.3 Order of Steps to Set Up NVIDIA Mosaic
Please take a look at the Troubleshooting section prior to setting up NVIDIA Mosaic for the first time, as
it provides solutions for common issues that may arise during Mosaic setup.
......................................................................................................................................................................
IMPORTANT! For 50 Hz setups, make sure that there is no EDID-file loaded. Then start the Mosaic
configuration, there is no need to perform more steps. For 59.94 Hz, load the EDID-file and make sure
it is applied properly by verifying every single monitor in the View System Topology panel.
......................................................................................................................................................................
If running with two or more cards, make sure the same outputs are used on each card. For example, if
using two DisplayPort outputs and one DVI output on the first card, the same outputs must be used on the
second card, etc. Failure to do so may result in Mosaic setup failure, with an error message stating that the
configuration is not supported.
1. Enter Mosaic configuration in the NVIDIA control panel and setup Mosaic for the required
refresh rate:
NVIDIA Mosaic Configuration for 1080i50
NVIDIA Mosaic Configuration for 1080i60M
2. Synchronize the GPU to the internal house-sync, by configuring the NVIDIA G-Sync device in
the Synchronize displays panel of the NVIDIA Control Panel:
NVIDIA Quadro Sync
Proceed with adjusting the Viz Engine Video Wall Configuration Settings to finalize the
video wall configuration.
10.3.4 NVIDIA Quadro Sync
The NVIDIA Quadro sync card is used to synchronize the graphics cards with the house clock, and is
required for video wall configurations.
V-sync must still be set in the NVIDIA driver to ensure that the OpenGL SwapBuffer operation takes
place at the vertical retrace, to avoid tearing between two frames. The Quadro Sync board synchronizes
the vertical retrace of all the displays, it does not lock the OpenGL SwapBuffer operation to the vertical
retrace.
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To Check the Status LEDs of the G-Sync Device
1. Ensure the House sync status LED indicates that a proper sync signal is connected.
2. Ensure that the Frame-Lock sync status LED is shining green. It must not blink or shine orange.
When sync is stable, the Stereo phase status LED should also be lit green.
10.3.5 Custom Resolution for 59.94 Hz Refresh Rate
Video-wall displays may not natively support a refresh rate of 59.94 Hz. Such displays will always require
an EDID-file to be able to run at that frequency. Contact the display hardware vendor to obtain the correct
EDID file for the monitors in use. Furthermore, a number of steps must be carried out before initiating the
NVIDIA Mosaic Configuration for 1080i60M.
This section contains information on the following topics:
To Load an EDID File
To Create a Custom 59.94 Hz Resolution
To Change from 59.94 Hz to 50 Hz Refresh Rate
......................................................................................................................................................................
Caution: Loading unsupported or corrupted EDID settings for a display may render the source device
unable to output any video signal to the display. Please refer to the information supplied by the display
hardware vendor for information on the displays capabilities or limitations.
......................................................................................................................................................................
188
To Load an EDID File
1. In the NVIDIA Control Panel, expand the Workstation section of the Select a Task... menu and
click View system topology:
2. Click the EDID link on one monitor, and select the Load tab.
3. Click the Browse button and select the EDID file to be loaded. This file is usually included on the
CD or DVD containing drivers, utilities and documentation for the display. If not, please contact
the display manufacturer to obtain the required file.
4. In the Select Connector to force EDID panel, check all connected displays, then click Load
EDID.
5. When the EDID file has been applied to all displays, check the properties of every display in the
View System Topology section. They must all run on 59.94 Hz.
6. Proceed To Create a Custom 59.94 Hz Resolution.
To Create a Custom 59.94 Hz Resolution
1. Enter the Change resolution section of the NVIDIA control panel.
2. In the first section, Select the display you would like to change, select display number 1 and
click the Customize... button:
189
3. In the upcoming dialog, tick the Enable resolutions not exposed by the display check box, and
click Create Custom Resolution....
4. Select all displays in the upcoming dialog:
190
5. Enter a Refresh rate (Hz) of 60 Hz and leave all other settings to their default values:
In the Timing panel, select Manual timing adjustment from the Standard drop-down list. Set the
Refresh rate to 59.940 Hz, and leave all other settings to their respective default values:
6. Click the Test button. The connected monitors might go black for several seconds while adjusting
to the new refresh rate. Do not press any key on the keyboard or buttons on the mouse while this
goes on. When the screens returns to normal, acknowledge the new settings by pressing Yes in the
upcoming dialog.
7.
191
7. The newly created resolution will now show up as illustrated below and will have been applied to
all displays.
......................................................................................................................................................................
IMPORTANT! Please note that for 59.94 Hz setups, the server refresh rate might report to be
60 Hz when the external house sync is 59.94 Hz. Even though the custom resolution states to
be 60 Hz, the correct value under the hood is 59.94 Hz.
......................................................................................................................................................................
To Change from 59.94 Hz to 50 Hz Refresh Rate
If changing the frequency from 59.94 Hz back to 50 Hz, the EDID file must be unloaded for all connected
displays, followed by rebooting the machine. Otherwise, Mosaic can not be applied.
1. In the NVIDIA Control Panel, expand the Workstation section of the Select a Task... menu and
click View system topology:
192
2.
3.
4.
5.
Click the EDID link on one monitor, and select the Unload tab.
Select all connected displays and click the Unload button.
Repeat the step above for all monitors one at a time.
Restart the computer and proceed with the NVIDIA Mosaic Configuration for 1080i50.
10.3.6 NVIDIA Mosaic Configuration for 1080i50
The procedure described below assumes that the NVIDIA Driver Configuration has been completed
during initial setup of the computer running Viz Engine. If not, refer to the NVIDIA Graphics Cards
chapter for details on setting up the NVIDIA hardware correctly for use with Viz Engine.
1. Enter NVIDIA Control Panel.
2. Disable synchronization of displays, by selecting On another system.
3. Establish a 50Hz Mosaic setup by selecting Set up Mosaic from the Workstation panel:
In step 1. Select topology, make sure to leave the I am using recommended connections
for the selected topology check box unchecked.
193
3.
In step 2. Select displays, select all displays that are to be used for the video wall, for
example 1, 2, 3 and 4, and select 50 Hz as frequency rate.
In step 3. Arrange displays, drag and drop the displays according to the physical
arrangement, not by the On Screen Display numbering. This can result in the monitors
being arranged as 1, 4, 3, and 2, ensuring proper layout.
4. Enter section Synchronize Displays in the NVIDIA Control Panel and choose On this system for
the question regarding the timing server, then click the Server Settings button.
194
Make sure the presented server refresh rate matches the one of the incoming Genlock signal.
Choose An external house sync signal. Leave all other settings as they are, and apply the
changes.
195
5. Check the Topology in the NVIDIA Control Panel:
The View System Topology panel will report that The display is locked to the house sync
signal for one of the connected displays. For the other connected displays, the report will state that
The display is locked to the frame lock sync pulse.
196
6. Check the LEDs on the NVIDIA Quadro Sync.
7. Configure Bezel/Overlap for Mosaic in the NVIDIA Control Panel:
197
198
10.3.7 NVIDIA Mosaic Configuration for 1080i60M
In case the video-wall displays in use natively supports a refresh rate of 59.94 Hz, the setup procedure
described in NVIDIA Mosaic Configuration for 1080i50 can be followed, only selecting a refresh-rate of
59.94 Hz while creating the Mosaic:
If this is not the case, a number of steps need to be performed in advance, as described in the section To
Create a Custom 59.94 Hz Resolution. An EDID-file will always be required to be able to run monitors
that do not natively support 59.94 Hz frequency at that frequency. Contact the display hardware vendor to
obtain the correct EDID file for the monitors in use.
1. To configure Mosaic for 1080i60M, follow the steps described in the NVIDIA Mosaic
Configuration for 1080i50 section. Make sure to select a refresh-rate of 59.94 Hz during step 2 of
the Mosaic creation process. Depending on the NVIDIA driver installer, sometimes 59.94 Hz is
not available from the Refresh rate drop-down list, even if the loaded EDID-file enables this
frequency rate. If this is the case, select 60 Hz:
199
2. Once Mosaic is configured and the G-Sync device has been locked to the house-sync, the
topology in the NVIDIA control panel should look as follows, with the report for one of the
connected displays stating The display is locked to the house sync signal.
The report for all other displays should be that The display is locked to the frame lock sync
pulse.
200
3. Check the LEDs of the NVIDIA Quadro Sync.
4. Configure Bezel/Overlap for Mosaic in NVIDIA control panel:
201
5. Proceed with configuring the required Viz Engine Video Wall Configuration Settings.
10.3.8 Viz Engine Video Wall Configuration Settings
To configure Viz Engine for Video Wall
1. Open Viz Configuration, and create a backup of the existing configuration settings by saving them
to a new file.
2. Import a configuration profile for the desired input format from the selection of Installed
Configuration Profiles. These ship with the Engine installation, and are located in the <viz
install folder>\Configuration Profiles folder. The input format files are named
video-resolution-*.cfg, where the asterisk represents the frame rate the configuration is
suitable for, if it includes audio settings, and which video hardware it is designed for. For
example, the audio enabled configuration file for the Matrox X.mio3 video board running in
1080i50 resolution, is called video-resolution-1080i50-audio-xmio3.cfg.
3. Next, import a Video wall configuration profile, where the frame rate matches the one loaded for
the video hardware in the previous step. As with the input format profiles, these are located in the
<viz install folder>\Configuration Profiles folder. These configuration files
are named videowall-*.cfg, where the asterisk represent the frame rate the selected
configuration file is suitable for:
202
4. Adjust the Output Format in Viz Config:
Verify that Fullscreen is the selected format in the output format specification list.
The frame rate should have been set when loading the videowall-*.cfg configuration
profile in step two. Ensure that the correct values are set for the required output. For PAL
systems, set the Frame value to 50.For NTSC systems, set the Frame value to 59.94.
Set the Aspect value to the aspect ratio of the video wall. The aspect ratio decimal value is
found by dividing the number of pixels, width by height. This value depends on the actual
video wall display layout and needs to be adjusted if changes to the display layout are made.
5. Verify the following Video Output settings:
Video wall/Multi-display should be set to Active.
Click the Show Video Output Config. Editor button and verify that the required Genlock is
set. For configurations with the Matrox X.Mio3 video board, Genlock must be set to Auto.
Other configurations can be set to Auto, Blackburst or Tri-Level, as required:
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6. Under Render Options, disable On Air Mouse Cursor.
7. In the Video Input section, enable the required number of Live and Clip Channel sources.
Unused live inputs should be deactivated, as activating them could have an impact on
performance.
8.
9.
10.
11.
Disable GPU-Direct in the Video Board section of Viz Configuration.
Manually edit the configuration file, and set the flag use_threaded_io to 1.
In the Database section, specify which Viz Graphic Hub to use and provide the login credentials.
Start Viz Engine without a User Interface, by executing the following from the command line:
<viz install folder>\viz.exe -n -w
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12. Load a scene containing a single live-video or clip source as a texture and scale it up to full
screen. If running Viz Artist, switch to On Air Mode. Watch for drops in the video wall output
within the first 60 seconds.
13. Verify the configuration of the NVIDIA driver by checking the Topology Inspector, and check the
Viz Engine configuration. This is especially important when setting up a 59.94 Hz video-wall, as a
wrong refresh-rate of 60 Hz could get applied to the displays by mistake.
14. In general, a proper Mosaic setup is automatically synchronized with Viz Engine. However, it can
be necessary to force Viz Engine to synchronize. This is necessary for all setups with multiple
graphics cards.
To force synchronization, issue the following command in the Engine Console:
......................................................................................................................................................................
IMPORTANT! Do not execute this command unless needed, as this may have an impact on
performance.
......................................................................................................................................................................
send RENDERER JOIN_SWAPGROUP 1
If the computer is rebooted or Viz Engine restarted, the command needs to be sent again. To avoid
doing this manually every time the Engine starts, set the swapgroup value in the
RENDER_OPTIONS section of the configuration file to 1. The default value is 0.
......................................................................................................................................................................
This synchronization can also remedy certain tearing effects. Create a simple scene with a bar
running left to right. If any of the connected monitors display tearing effects, try sending the
above command.
......................................................................................................................................................................
Audio Output
For performance reasons, in a Video Wall setup the video out channels will usually be set to Unused. To
configure a Video Wall with embedded or AES audio output, the video out channel must be mapped to the
selected Matrox channel. Set Map to Viz Channel in the Matrox VideoOut Properties in Viz
Configuration.
......................................................................................................................................................................
Note: When running a Video Wall with audio out, even though the video out channel is mapped, the
SDI output will be black.
......................................................................................................................................................................
10.4 Troubleshooting Video Wall Configurations
Please take a look at this section prior to configuring a Video Wall for the first time. It provides solutions
for common issues which may arise during setup, and covers the following topics:
Performance issues
Steps to recover from severe NVIDIA Mosaic driver related issues
Experiencing BSOD or system freeze while setting up Mosaic
Only some displays of the Video Wall display an image
Missing NVIDIA Control Panel settings
NVIDIA Control Panel crashes
Mosaic configuration not supported error
G-Sync status LEDs or Topology reports indicate a synchronization issue
Poor performance when using GFX channels as DVE
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Jittering on HP Z840
Other synchronization issues
10.4.1 Performance issues
Create a simple scene with a bar moving from left to right and back in an endless loop, and run this scene
on the newly configured Video Wall to spot issues such as jittering, tearing effects, etc. When
troubleshooting performance issues, always make sure to check the following before investigating further:
Make sure that the system meets the Minimum Hardware Configuration for Video Walls.
Make sure that the Pre-Requirements for all Setups are met.
Check that graphics and video devices are on the same CPU bus. The GPUs should always have
priority. Refer to the slot layout tables for the Supermicro SuperServer 7048 GR-TR or HP Z840,
respectively, for details.
Make sure that the power connector to the graphics device is connected properly. The power
connector must be 8-pin or use the 6-to-8-pin adapter included with the graphics device.
Check that the HP Z840 or Supermicro BIOS Settings are correctly configured.
Check the Viz Engine Video Wall Configuration Settings.
Configure the NVIDIA driver for Video Wall.
If performance problems persist, a possible solution may be to increase the Reactivation Delay
value in Viz Configuration. Please refer to the setting Video Input: Clip Input.
10.4.2 Steps to recover from severe NVIDIA Mosaic driver related issues
1.
2.
3.
4.
5.
Remove the NVIDIA drivers.
Shutdown the system.
Ensure that all monitor cables are connected properly to the graphics card.
Boot the system.
Reinstall the NVIDIA drivers.
10.4.3 Experiencing BSOD or system freeze while setting up Mosaic
While operating in Mosaic mode, any changes to the physical setup, such as adding or removing monitors,
can cause a system crash resulting in a Blue Screen of Death or complete system freeze. There is a chance
to run into follow-up issues (mentioned in this chapter) after the system has rebooted.
10.4.4 Only some displays of the Video Wall display an image
The reasons for this can be many-fold. Please ensure that:
All monitors are connected properly to the graphics device and that they are active.
Delete and re-create your Mosaic setup in the NVIDIA Control Panel.
Please refer to section Steps to recover from severe NVIDIA Mosaic driver related issues in case the
issue persists.
206
10.4.5 Missing NVIDIA Control Panel settings
Please perform a re-installation of the NVIDIA driver as mentioned in section Steps to recover from
severe NVIDIA Mosaic driver related issues. A known cause for this behavior are physical changes to an
existing video-wall setup, for instance adding or removing monitors, while operating in Mosaic mode.
10.4.6 NVIDIA Control Panel crashes
There is a possibility that the NVIDIA Control Panel crashes during Mosaic configuration, although this is
not considered a reliable indicator on whether a driver re-installation is required or not. Sometimes the
NVIDIA Control Panel can be restarted manually, and usually rebooting the machine should suffice.
Please refer to section Steps to recover from severe NVIDIA Mosaic driver related issues if the issue
persists.
10.4.7 Mosaic configuration not supported error
If running with two or more cards, make sure the same outputs are used on each card. For example, if
using two DisplayPort outputs and one DVI output on the first card, the same outputs must be used on the
second card, etc. Failure to do so may result in Mosaic setup failure, with an error message stating that the
configuration is not supported.
10.4.8 G-Sync status LEDs or Topology reports indicate a synchronization issue
If the status LEDs on the NVIDIA G-Sync status LEDs indicate an issue, or the topology reports "The
display is locked to the house sync signal" for all displays, the topology view may indicate that everything
is fine at first sight. However, when taking a closer look at the topology, it reveals that all monitors seem
to sync to the house sync signal instead of reporting that the display is locked to the frame lock sync
pulse:
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This indicates that there exists an synchronization issue which needs to be fixed. Solving this may require
going through one or several of the following steps:
1. Re-establish synchronization
a. Disable display synchronization in section Synchronize Displays.
b. Re-establish synchronization.
See the NVIDIA Mosaic Configuration for 1080i50 or NVIDIA Mosaic Configuration for
1080i60M sections for more detailed instructions.
2. Reconnect G-SYNC signal cables
a. Physically disconnect the sync cable from the G-SYNC card.
b. Reconnect the sync cable.
c. Switch synchronization back on in the NVIDIA Control Panel. Go to Synchronize
Displays and set the radio button to An external house sync signal. See the NVIDIA
Mosaic Configuration for 1080i50 or NVIDIA Mosaic Configuration for 1080i60M
sections for more detailed instructions.
d. Verify the LEDs on the NVIDIA Quadro Sync, or in the Topology Inspector of the
NVIDIA Control Panel.
e. If this does not help, try to reboot the machine.
In case this does not fix the issue, please:
1.
2.
3.
4.
5.
Disable display synchronization in section Synchronize Displays.
Shutdown the machine.
Check cabling and signal sources.
Reboot the machine.
Re-establish synchronization as mentioned in section Synchronize Displays.
10.4.9 Poor performance when using GFX channels as DVE
On high resolution Video Walls in particular, poor performance may be experienced when using GFX
channels as DVEs. This is caused by anti-aliased "blitting". To disable anti-aliasing on GFX channels,
open the Viz configuration file, locate the gfx_channels_antialiased string, and set the value to 0
. The default value is 1.
......................................................................................................................................................................
Example: gfx_channels_antialiased = 1
......................................................................................................................................................................
......................................................................................................................................................................
Note
Turning on GPUDirect can result in less performance than running without it. There is a workaround
for this problem and we recommend to use this setting in video wall setups. Enable the flag
use_threaded_IO in the configuration file.
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Setting: use_threaded_IO = 1
......................................................................................................................................................................
10.4.10 Jittering on HP Z840
Jittering on the HP Z840 is most commonly caused by a missing swapgroup. Make sure to run the
RENDERER_JOIN_SWAPGROUP 1 command to the Engine.
10.4.11 Other synchronization issues
When attaching the connector cables between the graphics card and the G-SYNC card, make sure that the
red line on all of the connector cables are facing the card’s mounting bracket, towards the back of the case.
Failure to do so can result in synchronization issues.
In rare cases, syncing with only the NVIDIA G-SYNC can result in more stable synchronization. If all
else fails, try disconnecting the reference signal from the Matrox board.
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11 NVIDIA Graphics Cards
This section describes the NVIDIA graphics cards, their configuration and drivers supported by Viz
Engine.
......................................................................................................................................................................
IMPORTANT! Any other setup than those described is not guaranteed to be supported by Viz and
may cause problems during operation.
......................................................................................................................................................................
......................................................................................................................................................................
Note: Vizrt may make changes to specifications and product descriptions at any time, without notice.
......................................................................................................................................................................
This section contains information on the following topics:
Working with Two Graphics Cards
Working with Synchronous Output
NVIDIA Driver Configuration
NVIDIA Driver History
See Also
Video, Audio, Server and Graphics Card Installation
11.1 Working with Two Graphics Cards
A machine with two graphics cards can run two instances of Viz Engine simultaneously.
Currently there are three options;
Two Program Outputs: Use two instances that can run two program channels, e.g. one for SD and
one for HD output.
One Program Output and One Preview Output: Run a control application with one instance for
preview and one instance for program output with video. Ideal for Outside Broadcast environments.
One Program Output for Stereoscopy: Produce graphics composited for stereoscopic use. In
addition this will also save rack unit space as all hardware is installed into one machine.
......................................................................................................................................................................
Note: The limitations to such systems, in general and not limited to Vizrt alone, is memory
usage and access, and also lack of power redundancy.
......................................................................................................................................................................
See Also
Working with Synchronous Output
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11.2 Working with Synchronous Output
With a dual channel setup it is easy to create two fill/key pairs for the left and right eye/camera during a
stereo production. A special version of the Video Wall Distributor synchronously distributes one
command to the two instances of the Viz Engine. For Viz Engine version 3.3 and later, it includes a builtin locking mechanism that makes sure both Viz Engines stay in sync, even if one of them drops a frame.
This feature can be set On or Off by a simple command sent through the distributor.
This section contains information on the following topics:
Hardware Requirements
Software Requirements
Synchronous Output Configuration
Video Wall Distributor
To Configure a Machine with Two Graphics Cards
11.2.1 Hardware Requirements
HP Z800 machine or better
2 x NVIDIA Quadro FX 3800 or 2x NVIDIA Quadro FX 4800 (GPUs must be identical)
Matrox X.mio2 video in- and output card
11.2.2 Software Requirements
Viz Artist/Engine version 3.3 or later
11.2.3 Synchronous Output Configuration
The Viz Engine installer includes an option for dual channel support. Choosing this option generates
desktop icons to start the configuration and the Viz Engine for channel 1 as well as for channel 2.
......................................................................................................................................................................
Note: Viz Artist will only be available for channel 1 as it will always run on the first GPU.
......................................................................................................................................................................
The configurations use one video input per channel and embedded audio on the channel. The table below
shows the main differences in the configurations:
Viz Engine 1
Viz Engine 2
Stereo Mode
LEFT_EYE
RIGHT_EYE
Video In A
Video1
Unused
Video In B
Unused
Video 1
Video In C+D
Unused
Unused
Clip A
Clip 1
Clip 1
Clip B
Clip 2
Clip 2
Video Out A
Fill
Unused
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Viz Engine 1
Viz Engine 2
Video Out B
Unused
Fill
Video Out C
Key
Unused
Video Out D
Unused
Key
Communication Port
6700
6800
Since this configuration puts an extra load on the Matrox card, it is important to use the available
resources with care:
In the video section of the scene switch off all unused layers
Let the GPU do the color conversion.
The Matrox card itself is synced through the Viz Engine 1 instance.
It is important that only one display is active in the NVIDIA control panel. If you span the desktop across
multiple GPUs, the affinity mask has no effect and both engines will render on GPU.
11.2.4 Video Wall Distributor
The Video Wall distributor listens to port 6100 as if it was a regular Viz Engine. The engines are
connected through ports 6700 and 6800 respectively.
During startup the engines are not in sync; hence, you need to send the Viz command RENDERER
SET_VSYNC 1 for them to listen to each other. If one Viz Engine fails, RENDERER SET_VSYNC 0
should be sent to the other renderer to allow it to run freely.
RENDERER*CURRENT_CAMERA*ZERO_PARALLAX_DIST SET will set the distance of the zero
parallax plane to the camera origin.
RENDERER*CURRENT_CAMERA*EYE_SEPARATION SET sets the eye separation of the current
camera.
These properties are also available for the individual cameras in all three layers.
11.2.5 To Configure a Machine with Two Graphics Cards
1. Install Viz Engine 3.3 or later and choose Dual Channel or Viz Trio Box CG setup.
2. From the Viz3 sub folder ConfigExample/TrioOneBox or ConfigExample
/DualChannel, select the example Viz Config file that suits your desired video output format.
3. Create two copies of the selected Viz Config file and place them in your Viz3 directory and
rename one to VIZ-YOURHOSTNAME-0-0.cfg and the other VIZ-YOURHOSTNAME-1-0.
cfg.
4. Start Viz Config for both instances (channel 1and channel 2) and enter settings for the Viz
Graphics Hub (see Database) and enable Auto Log-in.
Auto log-in is needed as dual channel engines start without a UI.
For Viz Trio it is more a convenience factor, and not needed as such.
5. Start Viz Engine for channel 1 and then Viz Engine for channel 2.
Channel 1 signals are available on Matrox OutA (fill) and OutC (key).
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5.
Channel 2 signals are available on Matrox OutB (fill) and Out D (key).
.................................................................................................................................................................
Note:Viz Trio Box CG requires Viz Trio 2.9 or later and Media Sequencer 1.19 or later.
Viz Trio Box CG is a single channel setup where you have a program channel on the
client machine in addition to your regular local Viz Engine preview.
.................................................................................................................................................................
See Also
Viz Command Line Options
Stereo Settings and Stereoscopy best practices (see the Viz Artist User Guide)
Setup of the output channels using two graphics cards (see the Viz Trio User Guide)
11.3 NVIDIA Driver Configuration
This section contains information on the following procedures:
To Configure NVIDIA Driver Settings for Viz Engine, Video mode
To Configure NVIDIA Driver Settings for Viz Engine, VGA mode
Vertical Sync
To Configure the V-phase Settings when Synchronizing the Card
To Configure Mosaic
NVIDIA G-SYNC Card
11.3.1 To Configure NVIDIA Driver Settings for Viz Engine, Video mode
......................................................................................................................................................................
IMPORTANT! For maximum performance when running the Viz Engine in VGA mode, please refer
to the procedure To Configure NVIDIA Driver Settings for Viz Engine, VGA mode below.
......................................................................................................................................................................
1. Right-click the desktop and select the NVIDIA Control Panel.
2. Click Manage 3D settings.
213
3. In Global Settings select the Global presets option Base Profile
4. Set the following parameters:
Ambient Occlusion: Off
Anisotropic filtering: Application controlled
Antialiasing-Gamma correction: Off
Antialiasing-FXAA: Off
Antialiasing-Mode: Override any application settings
Antialiasing-Setting: 4x (4xMS)
Antialiasing-Transparency: Off
Power management mode: Prefer maximum performance
Vertical Sync: Off (see Vertical Sync below)
5. In the Global presets drop down box select Workstation App - Dynamic Streaming.
6. Click on Apply.
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11.3.2 To Configure NVIDIA Driver Settings for Viz Engine, VGA mode
For maximum performance when running the Viz Engine in VGA mode, follow the procedure To
Configure NVIDIA Driver Settings for Viz Engine, Video mode outlined above, and observe the
following changes:
1. In Global Settings, change the Global presets option to 3D App - Video Editing
2. The parameter for Vertical Sync must be set to On
11.3.3 Vertical Sync
Notes for Vertical Sync:
Use the 3D application setting: Use for Viz installations (running in Standard PC (VGA) mode) and
for Video Wall setups where video is in use.
Off: Used for Viz installations where video is in use (unless used for video walls).
Unified Back Buffer: Must be disabled (Off) in any case. Note that this depends on the driver
version used. Most recent drivers from NVIDIA already have this setting disabled.
For Quadro FX 4500 SDI, and FX 5500 SDI boards the parameter use_old_nvsdk may need to
be set to 1 in the Viz Config file, if stability issues encounter, on unsupported systems.
11.3.4 To Configure the V-phase Settings when Synchronizing the Card
1. Start Viz Config, or open the configuration from Viz Artist (Config button in the upper right
corner)
2. Select Video Output.
3. When using an NVIDIA SDI output option and synchronize on blackburst, use the following vphase settings:
PAL: 606
NTSC: 509
720p50: 743
720p60: not supported
720p60M: 736
1080i50: 1113
1080i60M: 1113
4. When synchronizing with SDI, leave the v-phase to 0
11.3.5 To Configure Mosaic
If setting up a Video Wall, please refer to the Video Wall Configuration chapter.
1.
2.
3.
4.
5.
Right-click the desktop and select the NVIDIA Control Panel.
Click Set up Mosaic.
Tick the Enable Mosaic box.
Tick all required displays.
Set the Refresh rate.
6.
215
6. Set the Resolution (per display).
7.
8.
9.
10.
Click Apply.
Open Viz Config.
Click on User Interface.
Set Screen Layout Mode to Mosaic Horizontal or Mosaic Vertical.
11.3.6 NVIDIA G-SYNC Card
The G-SYNC card makes sure that all screens, which make up a Video Wall, are synchronized. When
there are several Viz Engines in use, one is defined as the master and all the others as slaves.
Make sure that the G-Sync card firmware is version 4.0 (0x54 in the NVIDIA Control Panel (System
information)). To check the current version download these files from ftp.vizrt.com:
start_update.bat
NVGSyncUpdate.exe
This section contains the following procedures:
To Check the Firmware Version
To Install the Latest Firmware Version
To Configure G-SYNC on one Viz Engine
To Configure the G-SYNC Card on Viz Engine Slaves
To Check the G-SYNC Status
Genlock (House Sync)
To Check the Firmware Version
Double click the start_update.bat file:
If the output says 4.0 same version, no action is required
If it shows an older version install the latest version
216
To Install the Latest Firmware Version
1.
2.
3.
4.
Close all applications, including the NVIDIA Control Panel.
Run NVGSyncUpdate.exe -u.
Restart the machine.
Check that the version is 4.0 (0x54 in the NVIDIA Control Panel (System information)).
To Configure G-SYNC on one Viz Engine
1. On Viz Engine, go to the NVIDIA control panel.
2. In Workstation, click Synchronize displays.
3. In The timing server is..., click On this system.
4. In Select displays to lock to the server, click each available display, in the field below, to make
them active.
To Configure the G-SYNC Card on Viz Engine Slaves
Do this procedure on each Viz Engine slave.
1. On the Viz Engine slave, open the NVIDIA control panel.
217
2. In Workstation, click Synchronize displays.
3. In The timing server is..., click On another system.
4. In Select displays to lock to the server, click each available display, in the field below, to make
them active.
To Check the G-SYNC Status
1. On each machine, in turn, open the NVIDIA control panel.
2. In Workstation, click View system topology.
3. On the slave system, make sure that Frame lock sync pulse is present shows in the G-SYNC
status portion on the lower part of the screen.
Genlock (House Sync)
There also the option to use a genlock (house sync) signal from the studio as an input to the G-SYNC
card. In this case, once connected, check the signal in the View system topology screen, in Workstation.
House sync signal is not present (1) means that no external genlock is connected and that the pulse is
generated internally. If the external genlock is not used, this message can be ignored.
218
11.4 NVIDIA Driver History
This section lists all officially supported NVIDIA graphic boards and their recommended drivers. The
listed drivers are used for both desktop and notebook graphic cards.
For NVIDIA SDI extension boards used in an SDI workflow, firmware version 3.09 is required.
See Also
Video Wall Configuration
NVIDIA Legacy Cards
NVIDIA Driver Configuration
11.4.1 NVIDIA Maxwell and Kepler Architecture Cards - Quadro Series
Viz Engine supports the following Maxwell and Kepler Architecture cards:
Card model
Quadro M6000
Quadro M4000
Quadro K6000
Quadro K5200
Quadro K5100M
Quadro K5000
Quadro K4200
Quadro K4000
Card model (continued)
Quadro K2200
Quadro K2100M
Quadro K2000
Grid K2
Quadro 5000
Quadro 4000
Quadro 2000
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The following table lists Viz Engine versions and the corresponding NVIDIA driver version:
Viz Artist/Engine Version
Driver
3.8.3
368.86
3.8.2
361.91
3.8.1
353.82
3.8.0
347.25
3.6.4
341.21
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12 Matrox Hardware
Viz Engine supports a wide range of Matrox products. This chapter provides an overview of the different
Matrox video cards and dongles supported by Viz Engine, as well as providing their common installation
procedures.
The Matrox X.mio series boards are used as Vizrt’s HD, SD and 4K multi-channel video- and audio I/O
solution. The original Matrox X.mio is considered legacy. There are currently three generations of the
Matrox X.mio boards: The Matrox X.mio2 and X.mio2 plus, and Matrox X.mio3.
X.mio3 was introduced in 2015 and is supported by Viz Engine 3.8 and higher.
X.mio2 Plus brought new features such as Matrox Control Engine (MCE) and advanced failsafe
capabilities, compared to the X.mio2.
X.mio2 is mainly used for Virtual Studio due to low latency requirements. Since Viz Engine 3.8.2,
the preferred video card for Virtual Studio solutions is the Matrox X.mio3 card.
This section contains information on the following topics:
Matrox X.mio3 IP
Matrox X.mio3
Matrox X.mio, X.mio2 and X.mio2 Plus
DVE Performance with X.mio3, X.mio2 Plus and X.mio2 Systems
Audio Cable Assignment
Matrox DSX LE Series
Matrox X.RIO
Matrox X.Open
Matrox Driver Installation
Mixed Mode Video Support
Supported Codecs
Watchdog
Configuration History for Matrox X.mio and DSX Series
Troubleshooting Matrox Video Hardware
DVE Performance
12.1 Matrox X.mio3 IP
The Matrox X.mio3 IP video board was designed to help broadcast equipment manufacturers meet the
challenges of the SDI to IP transition. It is a half-height, half-length PCIe card that offers multi-channel
video I/O over 10 GbE with IP encapsulation of HD, 3G and UHD1 video. The card offers a total of four
IP inputs and four IP outputs. The stream content conforms to the SMPTE 2022-6 specification.
221
The card contains two enhanced small form-factor pluggable (SFP+) slots, or "bays". The lower bay is
SFP A, and hosts inputs and output channels 1 and 2. The upper bay houses SFP B, which hosts input and
output channels 3 and 4. The board does not have any SDI inputs or outputs. There is one Mini-BNC
connector used to connect the card to the house genlock signal.
Be aware that SFPs come in two flavors:
Short range (SR, 850 nm), and
Long range (LR, 1310 nm).
In general, a cable may only connect two SFPs of the same type. In addition, please be aware that the
SFP should not be constantly switched in and out of the X.mio3 IP card, as the warranty on the card
may be voided if this occurs more than 40 times.
12.1.1 Key features
Dual SFP+ cages for a total of 4 video inputs and 4 video outputs
IP and analog blackburst timing reference
Guaranteed non-bursty packet transmission
Onboard multi-channel Up/Down/Cross scaler
Onboard multi-layer compositor
Matrox X.mio3 IP Configuration and IP Properties
The main video properties of the IP input channels are very similar to live input channels on a Matrox
card. These properties are accessible in the Video Input: Stream Input section of Viz Configuration.
Fill and Key Channel Mapping
When an output channel uses the alpha channel, a key channel will be created. This will always be the
next numbered output channel. The channel pair will always be on the same SFP:
222
SFP A: Fill is on output 1, and key is on output 2
SFP B: Fill is on output 3, and key is on output 4
Note that it is possible for a dual channel setup to use independent output channels on one SFP, for
example 1 and 2. In this case, the Use alpha property must be disabled for both channels.
Default IP Properties
By default, the fields in the configuration file are hidden, at least when set to default values. To view the
default values, activate verbose mode by setting VerboseConfig = 1 in the configuration file. Then
launch and quit Viz Artist, in order to rewrite the Viz configuration.
Default source IP settings on output:
Output
Output
Output
Output
1
2
3
3
=
=
=
=
10.10.10.31,
10.10.10.31,
10.10.10.33,
10.10.10.33,
port
port
port
port
48
56
48
56
Default destination IP settings on output:
Output
Output
Output
Output
1
2
3
3
=
=
=
=
10.10.10.51,
10.10.10.51,
10.10.10.53,
10.10.10.53,
port
port
port
port
48
56
48
56
Default source IP settings for input channels:
Input
Input
Input
Input
1
2
3
3
=
=
=
=
224.10.10.31,
224.10.10.31,
224.10.10.33,
224.10.10.33,
port
port
port
port
48
56
48
56
Here are the default IP properties for Output channel 1 as shown in the config file:
Matrox0.VideoOut1.SrcAddress
Matrox0.VideoOut1.SrcUdpPort
Matrox0.VideoOut1.DstAddress
Matrox0.VideoOut1.DstUdpPort
=
=
=
=
10.10.10.31
48
224.10.10.31
48
Here are the default properties for IP input channel 1:
Matrox0.IpIn1.SrcAddress = 224.10.10.31
Matrox0.IpIn1.SrcUdpPort = 48
Change IP Properties
Although the IP properties may be changed by editing the configuration file directly, the IP address and
port numbers can also be set via the command line interface. Because channel numbering is zero-based
here, Output Channel 1 is referred to as VIDEOOUT_0.
223
To change the destination address of the output channels:
MAIN*CONFIGURATION*MATROX*VIDEOOUT_x*DSTADDRESS SET xxx.xxx.xxx.xxx
MAIN*CONFIGURATION*MATROX*VIDEOOUT_x*DSTUDPPORT SET xxxxx
To change the source address of the output channels:
MAIN*CONFIGURATION*MATROX*VIDEOOUT_x*SRCADDRESS SET xxx.xxx.xxx.xxx
MAIN*CONFIGURATION*MATROX*VIDEOOUT_x*SRCUDPPORT SET xxxxx
To change the source addresss of the input channels:
MAIN*CONFIGURATION*CHANNELS*STREAMIN_x*SRCADDRESS SET xxx.xxx.xxx.
xxx
MAIN*CONFIGURATION*CHANNELS*STREAMIN_x*SRCUDPPORT SET xxxxx
The current values can be queried using these commands:
MAIN*CONFIGURATION*MATROX*VIDEOOUT_x*DSTADDRESS GET
MAIN*CONFIGURATION*MATROX*VIDEOOUT_x*DSTUDPPORT GET
MAIN*CONFIGURATION*MATROX*VIDEOOUT_x*SRCADDRESS GET
MAIN*CONFIGURATION*MATROX*VIDEOOUT_x*SRCUDPPORT GET
MAIN*CONFIGURATION*CHANNELS*STREAMIN_x*SRCADDRESS GET
MAIN*CONFIGURATION*CHANNELS*STREAMIN_x*SRCUDPPORT GET
12.1.2 X.mio3 IP Command Examples
Set the source address of input channel 4. Because channel numbering is zero-based here, IP Input
Channel 4 is referred to as STREAMIN_3.
MAIN*CONFIGURATION*CHANNELS*STREAMIN_3*SRCADDRESS SET 224.10.10.34
Set the source UPD port of input channel 4:
MAIN*CONFIGURATION*CHANNELS*STREAMIN_3*SRCUPDPORT SET 9004
Query the destination properties of output 1, fill
>
<
>
<
MAIN*CONFIGURATION*MATROX*VIDEOOUT_0*DSTADDRESS GET
224.10.10.102
MAIN*CONFIGURATION*MATROX*VIDEOOUT_0*DSTUDPPORT GET
20000
Query the destination properties of the key channel associated with output 1:
>
<
>
<
MAIN*CONFIGURATION*MATROX*VIDEOOUT_1*DSTADDRESS GET
224.10.10.104
MAIN*CONFIGURATION*MATROX*VIDEOOUT_1*DSTUDPPORT GET
20000
224
12.2 Matrox X.mio3
This section first gives an overview of the Matrox X.mio3 video cards, then describes the details specific
to the full height X.mio3 FH and low profile X.mio3 LP versions of the card. The Matrox X.mio3 IP
board is discussed in a separate section.
In this section:
Matrox X.mio3 Overview
X.mio3 FH
X.mio3 Connector Mapping Reference
X.mio3 I/O Port Configuration
Viz Engine Matrox Video Mapping Configuration
To Upgrade X.mio3 Class and Firmware
X.mio3 AES Audio Kit
12.2.1 Matrox X.mio3 Overview
The X.mio3 can be ordered in two configurations: FH (full height, 12 physical HD-BNC connectors, plus
one connector for sync) and LP (low profile, 8 physical HD-BNC Connectors, plus one connector for
sync). Both are half length PCI express Gen2 x8 cards.
X.mio3FH (Full Height, half length) with up to 12 I/O ports, SD to 4K capable. This card can be
ordered with 6, 8 or X2 (12) I/O. 8 ports are hardwired through relays: 4 ins to 4 outs. Model /6
means 6 I/Os are available, model /8 8 I/Os. Model X2 (12 ports) has 4 freely configurable ports.
There can be maximum 8 I/Os of one type (either in or out) enabled on a card.
X.mio3LP (Low Profile, half length) with up to 8 I/O ports, SD to 4K capable.
The I/O ports are configurable. This means that for instance the X.mio3 model /8 can be configured
to have from 8/0 (e.g. 8 channels in, zero channels out) to 0/8 (zero channels in, 8channels out) or
any mix between such 1/7, 4/4 and so on.
225
One connector is reserved for a reference signal (sync) marked as REF.
The default card is an X.mio3/6/100, meaning X.mio3 FH with 6 connectors class 100. The class 100
can not play any video clips and upgrade to class 500 is required to enable both SD and HD clip
playback. For Apple ProRes support, the class 550 is needed.
The I/O connectors for the X.mio3 are of the Mini-BNC (also called HD-BNC) type. The use of cable
converters from Mini-BNC to BNC may be required.
The X.mio3 cards can be combined with the AES Audio Kit for 16 AES audio channels In/Out, see X.
mio3 AES Audio Kit.
12.2.2 X.mio3 FH
X.mio3 FH provides multichannel SDI IO with hardware based video processing in a full-height, halflength PCI express card with 13 physical HD-BNC connectors. This card provides up to 12 reconfigurable
I/Os, from SD to 4K, one connector is reserved for sync. Support for AES/EBU, LTC and GPIO provide
for versatile connectivity. The multi-channel hardware processing accelerates compute-intensive
operations including motion-adaptive de-interlacing, up/down/cross scaling and mixing/compositing for
all resolutions, including 4K.
Key features:
Half-length PCI express card
Re-configurable IO that can support up to 12 SDI IO
Frame synchronizers
VANC and HANC support for each input and output
Analog black burst reference input (tri-level or bi-level)
On-board multi-channel MADI (Motion Adaptive De-Interlacer)
On-board multi-channel Up/Down/Cross scaler
On-board multilayer compositor
Automatic video relay bypass
Live zero-frame delay video and audio mixers
Up to 16 channels of AES/EBU inputs and outputs
Up to 8 LTC inputs and outputs
RS422 control
Single slot all inclusive option
226
IMPORTANT! Not all X.mio3 hardware features are supported by Viz Engine. Features
......................................................................................................................................................................
available depends on drivers, SDK and Engine versions in use.
X.mio3 LP
Matrox X.mio3 LP is a low-profile, half-length PCIe card with up to eight reconfigurable SDI I/Os from
SD to 4K.
Key features
Low profile, half-length PCI-e card
Re-configurable I/O that can support up to 8 SDI inputs or outputs
Frame synchronizers
VANC and HANC support for each input and output
Analog black burst reference input (tri-level or bi-level)
On-board multi-channel MADI (Motion Adaptive De-Interlacer)
On-board multi-channel Up/Down/Cross scaler
On-board multilayer compositor
Automatic video relay bypass (optional)
227
Live zero-frame delay video and audio mixer
......................................................................................................................................................................
IMPORTANT! Not all X.mio3 hardware features are supported by Viz Engine. Features available
depends on drivers, SDK and Engine versions in use.
......................................................................................................................................................................
The X.mio3 LP models are: /4, /6, /8 - corresponding to the number of I/O port the configuration supports.
X.mio3 Connector Mapping Reference
This section is a reference for X.mio3 connector mappings.
Upgrades and firmware setup of I/O mapping should be done by Vizrt or a qualified technician.
The X.mio3 connectors are labeled 1 through 12 (plus one connector for sync), 8 connectors for the LP
(low profile) card. As explained, the connectors can be configured for in or out and with various
capabilities for clip playback depending on class - with possibilities for firmware class upgrades.
......................................................................................................................................................................
IMPORTANT! There can be maximum 8 ports of the same type (either in or out), this restriction also
applies to the model x2 that has 12 connectors.
......................................................................................................................................................................
Connectors 1,3,5,7 will always be reserved for input, connectors 2,4,6,8 for output. Hence, if the
Watchdog is active port 1 (in) will go to port 2 (out) with relay, port 3 (in) to port 4(out) and so on.
The x2 model can as mentioned only have 8 I/Os of the same type; 8in - 4out or 4in - 8out.
To configure the X.mio3 card for usage:
Make sure that the card has the required mix of inputs and outputs required for the intended usage,
for instance to satisfy fill, key, full-screen graphics requirements. This is done, if required, with the
mvConnectorConfig.exe utility described in X.mio3 I/O Port Configuration.
Map the I/Os from step 1 above to the Viz Video channels using the Viz Engine Configuration
utility. This is mostly the same procedure for X.mio3 as for previous Matrox cards, see Viz Engine
Matrox Video Mapping Configuration.
228
12.2.3 X.mio3 I/O Port Configuration
Normally the I/O ports are pre-configured when delivered from Vizrt. If the I/O configuration needs to be
changed, the Matrox command-line utility mvConnectorConfig.exe normally found in
C:\Program Files\Matrox DSX.utils\drivers\mvConnectorConfig.exe
must be used. mvConnectorConfig.exe can be called from the command prompt without options to
get a helpful usage message. To configure all X.mio3 cards in a system to use 4 inputs and 2 outputs the
syntax is:
C:\Program Files\Matrox DSX.utils\drivers\mvConnectorConfig.exe -4
in2out
To configure 6 outputs and no inputs the syntax is:
C:\Program Files\Matrox DSX.utils\drivers\mvConnectorConfig.exe -0
in6out
and so on for the various I/O possibilities.
The computer should be stable with low load and no Viz programs running when using the configuration
utility. Never interrupt a firmware upgrade. After making changes to the Matrox I/O configuration, the
computer must be re-started with a complete power off.
12.2.4 Viz Engine Matrox Video Mapping Configuration
Open VizConfiguration > Matrox to configure the Matrox video channel mapping and mapping type.
The Viz video inputs are named alphabetically and limited to the number of available I/O channels the
system has. The number in parenthesis indicates which channel is being used for fill and key.If you do not
need a key signal in the output, de-select the Key > Contains Alpha option to make the I/O channel
available for other usages. Example configuration:
229
In the example above, the X.mio3 card is configured with 6 outputs (named VideoOut A to F) and no
inputs. The numbers within the trailing parentheses reflect which IO-channel is being used for fill and
key, respectively. This means VideoOut A uses IO-channel 2 for fill and IO 6 for key, VideoOut B uses
IO 4 for fill, IO 8 for key, while VideoOut C only has fill using IO 6, and so on.
Navigate to Config > Matrox > General for an overview showing which I/O channels are used for fill
and key, as illustrated in the Board Info section of the screenshot below:
230
12.2.5 To Upgrade X.mio3 Class and Firmware
To upgrade your X.mio3 card, for example to enable more IO-ports or a codec upgrade for HD-Clipback,
you must use the mvDongleUpdater.exe update utility with your Vizrt supplied license upgrade file
<filename>.OPT. This utility is installed with the Matrox driver package and will normally be installed to
C:\Program Files\Programs\Matrox DSK.utils\drivers\mvDongleUpdater.
exe
To upgrade the card use this syntax:
C:\Program Files\Matrox DSX.utils\drivers\mvDongleUpdater.exe
upgrade -sn="SerialNumberofthecard" -f="Path to the upgrade file"
The command above must be run from a Windows command line window (Windows-button > cmd >
Enter).
The Matrox X.info utility is used to display information about the card class, how the Input and Outputs
are configured, serial number and more. This utility can normally be started from the Windows taskbar. A
typical information window would be:
12.2.6 X.mio3 AES Audio Kit
X.mio3 Class 100
X.mio3 Class 550
231
The X.mio3 AES Audio Kit connects to the X.mio3 card internally and takes up one slot as indicated in
the picture below:
The kit contains:
2 internal cables with bracket
2 external cables, each cable has:
8 AES/EBU in and 8 AES/EBU out
4 LTC in and 4 LTC out
Total 16 AES/EBU in and out
Total 8 LTC in and out
12.3 Matrox X.mio, X.mio2 and X.mio2 Plus
This section contains information on the following topics:
X.mio2 and X.mio2 Plus Cables and Connectors
X.mio2 Standard Cable Configuration
Viz Engine Single Channel Configuration
Dual Channel Configuration
Trio Box CG/Viz Trio OneBox Configuration
Breakout Cables and Connectors
Video Cables for X.mio Series
Video Connectors for X.mio2 Plus
Video Connectors for X.mio2
Video Connectors for X.mio
Audio Connectors for X.mio2 and 2 Plus
Audio Connectors for X.mio
Video Cable Assignment
232
Audio-extension Card
To Connect the Audio-extension Card to the Video Board
To Remove the Audio-extension Card Back-end
X.mio2 License Upgrade
To Generate a Matrox Dongle Information File (.MDIF)
To Upgrade with a Matrox Dongle Upgrade File (.MDUF)
To Reset to Factory Settings
12.3.1 X.mio2 and X.mio2 Plus Cables and Connectors
The connectors for X.mio2 and X.mio2 Plus are:
PCIe board compliant to PCIe 2.0 in x8 or x16 slot
x2 or x4 SDI video inputs in SD and HD
x4 SDI video outputs in SD and HD
x16 In / x32 Out, unbalanced AES/EBU audio
Because of the large number of I/O connections, the X.mio2 and X.mio2 Plus boards are equipped
with Sub-D connectors. A breakout-cable or rack mountable Break Out Box (BOB), which translates
the Sub-D connectors to regular connectors/plugs, is included for every machine.
The connectors for X.mio are:
133 MHz PCI-X board compliant to PCI-X standards 1.0b and 2.0
x2 SDI video inputs in SD and HD
x4 SDI video outputs in SD and HD
x8 In / x16 Out, balanced XLR AES/EBU audio
x16 Embedded Audio I/O Channels per SDI Stream
233
12.3.2 X.mio2 Standard Cable Configuration
This section contains the standard configuration, set in the in the Viz Configuration, to cable a Viz Engine
to the correct SDI IN and OUT connectors.
Viz Engine Single Channel Configuration
SDI OUT A: mapped to Program Fill
SDI OUT C/KEY: mapped to Program Key
SDI OUT B: mapped to Preview Fill
SDI OUT D/KEY: mapped to Preview Key
SDI IN A: mapped to Video1
SDI IN B/KEY: mapped to Video2, and so on
Dual Channel Configuration
A Viz Engine configured as Dual Channel utilizes two graphics cards and runs two instances of the
Engine on a single computer. When running a Dual Channel setup, video inputs are hardware resources on
the Matrox board that can not be shared. If one input for both Viz Engine channels is required, split the
signal and apply it to the two video input connectors. Each Matrox video input can only be mapped in one
Viz Engine instance and has to be set to unused in the other instance.
Channel 1:
SDI OUT A: mapped to Program Fill
SDI OUT C/KEY: mapped to Program Key
SDI IN A: mapped to Video1 for the first channel
SDI IN B/KEY: unused for the first channel, and so on.
Channel 2:
SDI OUT B: mapped to Program Fill
SDI OUT D/KEY: mapped to Program Key
SDI IN A: unused for the second channel
SDI IN B/KEY: mapped to Video1 for the second channel, and so on
.....................................................................................................................................................................
IMPORTANT! Both Viz Engines must be set to the same genlock setting.
.....................................................................................................................................................................
Trio Box CG/Viz Trio OneBox Configuration
Program:
SDI Out A: mapped to Fill
SDI OUT C/KEY: mapped to Key
SDI IN A: mapped to Video1
SDI IN B/KEY: mapped to Video2, and so on.
Preview:
SDI Out B: mapped to Fill
SDI OUT D/KEY: mapped to Key
no Inputs are mapped by default
234
12.3.3 Breakout Cables and Connectors
A Breakout Box (BOB) is often used for Viz Engine solutions that need to be rewired in regular intervals.
The 1U Rack unit chassis is designed to fit into a standard 19” rack.
This section contains information on the following topics:
Video Cables for X.mio Series
This image shows the cables responsible for transmitting any video related signals to and from the X.mio2
Plus board.
Video Connectors for X.mio2 Plus
The front panel of the X.mio2 Plus breakout box provides the user with 8 or 9 standard BNC connectors.
235
x2 or x4 HD/SD SDI In
x4 HD/SD SDI Out
x1 Analogue Ref In
Video Connectors for X.mio2
The front panel of the X.mio2/2 Plus breakout box provides the user with 8 or 10 standard BNC
connectors.
x2 or x4 HD/SD SDI In
x4 HD/SD SDI Out
x1 Analogue REF IN
x1 Analogue REF LOOP
......................................................................................................................................................................
IMPORTANT! When using the REF IN connector on the Matrox X.mio2 board for
synchronization, the REF LOOP connector must be terminated with a 75 Ohm resistor unless it
is being used to loop an incoming Genlock signal.
......................................................................................................................................................................
236
Video Connectors for X.mio
The front panel of the X.mio breakout box provides the user with 8 standard BNC connectors.
x2 HD/SD SDI In
x4 HD/SD SDI Out
x1 Analogue REF IN
x1 Analogue REF LOOP
......................................................................................................................................................................
IMPORTANT! When using the Ref. In connector on the Matrox X.mio board for
synchronization, the Ref. Out Loop connector must be terminated with a 75 Ohm resistor unless
it is being used to loop an incoming Genlock signal.
......................................................................................................................................................................
Audio Connectors for X.mio2 and 2 Plus
On the X.mio2/2 Plus breakout box, each of the two audio bays, A and B, consists of four female BNC
audio input channels and of eight female BNC audio output channels.
237
......................................................................................................................................................................
Note: Bay cables are not included.
On the backside of each breakout box there are two connectors labeled AUDIO-A and AUDIO-B. The
included cables are used to connect the corresponding plugs of the X.mio series to the computer.
Audio Connectors for X.mio
The front side of the X.mio breakout box hosts various audio in- and outputs. Each of the two audio bays,
A and B, consists of two female AES/EBU audio input channels and of four male AES/EBU audio output
channels.
12.3.4 Video Cable Assignment
Connect the relevant video input(s) and output(s), and the reference signal(s) as per the labels attached to
each cable.
A reference signal can be attached to the reference input connector ANALOG REF IN, which can be fed
with any analogue Genlock signal, such as a black burst or Tri-level as required.
If the reference signal used for synchronization is relayed from a Matrox X.mio and X.mio2 to a graphics
card, make sure to check that all internal connections between the graphics card and its SDI extension are
connected correctly, and that the extension is correctly supplied with power.
When the ANALOG REF IN connector is used with a Matrox X.mio or X.mio2 board for
synchronization, the ANALOG REF LOOP OUT connector must be terminated with a 75 Ohm resistor
unless it is being used to loop an incoming Genlock signal. The ANALOG REF LOOP OUT for the X.
mio2 Plus is terminated by default, and so only supports REF IN on the actual board.
12.3.5 Audio-extension Card
The audio-extension card and audio cables are part of the X.mio series break-out box or the X.mio series
cable kit (that comes with the X.mio series boards), and needs to be installed when AES/EBU audio
support is required. The card is an extension for the connectors, and does not provide any extra
functionality. For installations that require embedded audio, or no audio at all, this extension is not
required.
238
......................................................................................................................................................................
IMPORTANT! The Matrox audio-extension card only supports digital audio.
......................................................................................................................................................................
By default, the audio-extension card will consume one additional free slot on the motherboard. The card is
supplied with the Matrox X.mio series boards in terms of power and data.
In some cases, the design of the audio-extension card makes it hard to mount it at a location with an
underlying PCIe slot. Therefore, it is an option to remove the back-end from the Audio-extension Card
instead of using another PCI or PCI-X slot. However, it is in most cases possible to mount the extension
card in any slot in the machine, unrelated to the underlying slot’s design, without removing its back-end.
Removing the back-end of the extension card will free any connection to the motherboard. As a result, it
may react more sensitively to transportation and tension introduced by the external audio cables connected
to it. Therefore, the above-mentioned procedure should only be applied to machines residing in stable
environments like a dedicated machine room. Do not apply these instructions to machines intended to be
used for outside broadcasting or equipment that will be moved around a lot.
To Connect the Audio-extension Card to the Video Board
......................................................................................................................................................................
IMPORTANT! The Matrox audio-extension card only supports digital audio.
......................................................................................................................................................................
1. Locate the connectors on the audio-extension card labeled A and B.
2. Locate the connectors on the video board labeled A and B.
3. Use the cables to connect A on the audio-extension card to A on the video board, and do the same
for the B connectors.
To Remove the Audio-extension Card Back-end
1. Locate the audio-extension card’s weak spots
239
1.
2. Carefully break the connections.
......................................................................................................................................................................
Caution: Do not break the weak spots that hold the two remaining pieces together.
......................................................................................................................................................................
12.3.6 X.mio2 License Upgrade
The Matrox X.mio2 and X.mio2 Plus boards include all SD codecs except D10 Television/D12
Television. These two boards can be upgraded to any higher class by a license upgrade. To do this, use the
Matrox X.info utility.
To upgrade a video board to a higher class, it is necessary to generate a Matrox Dongle Information File (.
MDIF), and then upgrade with a Matrox Dongle Upgrade File (.MDUF). It is also possible to reset to
factory settings at any time.
The X.mio2 Plus board video inputs can also be upgraded from 2 to 4.
......................................................................................................................................................................
Note: Driver versions older than 4.0.0-126 do not support the upgrade and revert features.
......................................................................................................................................................................
To Generate a Matrox Dongle Information File (.MDIF)
1.
2.
3.
4.
5.
6.
7.
Open the Matrox X.info utility on the Windows taskbar.
Select Hardware, and click the Upgrade Model button on the right.
From the appearing menu, choose Generate Matrox Dongle Information File (.MDIF).
Select to save the file to a specified location.
Once the file is created a confirmation dialog box will appear.
Click OK to dismiss the confirmation dialog box.
Locate the file and send it to your local Vizrt representative (to find the local Vizrt customer
support team, please visit www.vizrt.com).
Once the request to purchase an upgrade has been sent, an MDUF file will be sent in return
from Vizrt.
To Upgrade with a Matrox Dongle Upgrade File (.MDUF)
1.
2.
3.
4.
5.
Open the Matrox X.info utility on the Windows taskbar.
Select Hardware, and click the Upgrade Model button on the right.
From the appearing menu, choose Upgrade Board from Matrox Dongle Upgrade File (.MDUF).
Click Browse to locate and select the .MDUF file to start the upgrade process.
Restart the machine for the changes to take effect.
240
To Reset to Factory Settings
1.
2.
3.
4.
Open the Matrox X.info utility on the Windows taskbar.
Select Hardware, and click the Upgrade Model button on the right.
From the appearing menu, choose Reset to Factory Settings.
Restart the machine for the changes to take effect.
12.4 DVE Performance with X.mio3, X.mio2 Plus and X.mio2 Systems
This section details the available DVE inputs that can be used simultaneously on systems with the Matrox
X.mio3, X.mio2 Plus or X,mio2 video boards.
X.mio2 video board exclusively: Installation of the Matrox X.RIO expansion module provides the Matrox
X.mio2 video card with four more inputs, allowing for up to 8 video inputs on the X.mio2.
The values detailed in the following tables should be considered as reference, as the actual performance
can differ slightly depending on the performance of the system in use.
This section contains the following topics:
PAL/NTSC
720p50
720p60M
1080i50
1080i60M
12.4.1 PAL/NTSC
Scaling [%]
Foreground
/Background
X.mio3SDIInputs
X.mio2
X.mio2 with X.
PlusSDI-Inputs RIOSDI-Input
100
On
8
8
8
Off
8
8
8
On
8
8
8
Off
8
8
8
On
8
8
8
Off
8
8
8
Scaling [%]
Foreground
/Background
X.mio 3SDIInputs
X.mio2 Plus
SDI-Inputs
X.mio2 with X.
RIOSDIInputs
100
On
8
4
4
99
50
12.4.2 720p50
241
Scaling [%]
Foreground
/Background
X.mio 3SDIInputs
X.mio2 Plus
SDI-Inputs
X.mio2 with X.
RIOSDIInputs
Off
8
5
5
On
8
3
3
Off
8
4
4
On
8
6
6
Off
8
6
6
Scaling [%]
Foreground
/Background
X.mio3SDIInputs
X.mio2
X.mio2 with X.
PlusSDI-Inputs RIOSDIInputs
100
On
8
3
3
Off
8
4
4
On
8
2
2
Off
8
3
3
On
8
5
5
Off
8
5
5
Scaling [%]
Foreground
/Background
X.mio3SDIInputs
X.mio2
X.mio2 with X.
PlusSDI-Inputs RIOSDIInputs
100
On
8
4
4
Off
8
5
5
On
8
3
3
Off
8
4
4
On
8
5
5
Off
8
5
5
Scaling [%]
Foreground
/Background
X.mio3SDIInputs
X.mio2
X.mio2 with X.
PlusSDI-Inputs RIOSDIInputs
100
On
7
3
99
50
12.4.3 720p60M
99
50
12.4.4 1080i50
99
50
12.4.5 1080i60M
242
3
Scaling [%]
99
50
Foreground
/Background
X.mio3SDIInputs
X.mio2
X.mio2 with X.
PlusSDI-Inputs RIOSDIInputs
Off
8
4
4
On
7
2
2
Off
8
2
2
On
8
2
2
Off
8
2
2
......................................................................................................................................................................
Note: For setups using the Matrox X.mio2 without the X.RIO expansion module, 4 is the maximum
number of inputs. Consequently, for resolution and scaling combinations where the maximum
supported inputs are less than 4, the X.RIO module is not required.
......................................................................................................................................................................
12.5 Audio Cable Assignment
This section contains information on the following topics:
AES Input Cable Assignment
AES Output Cable Assignment
Embedded Input
Embedded Output
12.5.1 AES Input Cable Assignment
Card
Viz Audio Config
AES Cable
Matrox Video
Channel
X.mio3
2 tracks
A IN 1/2
Video IN A
A IN 3/4
Video IN B
A IN 5/6
Video IN C
A IN 7/8
Video IN D
B IN 1/2
Video IN E
B IN 3/4
Video IN F
B IN 5/6
Video IN G
B IN 5/6
Video IN H
A IN 1/2+3/4
Video IN A
A IN 1/2+3/4
Video IN A
A IN 5/6+7/8
Video IN B
4 tracks
243
Card
Viz Audio Config
8 tracks
16 tracks
AES Cable
Matrox Video
Channel
B IN 1/2+3/4
Video IN C
B IN 5/6+7/8
Video IN D
A IN 1/2+3/4+5/6+7/8
Video IN A
B IN 1/2+3/4+5/6+7/8
Video IN B
A IN 1/2+3/4+5/6+7/8
Video IN A
B IN 1/2+3/4+5/6+7/8
X.mio2, X.mio2 Plus
2 tracks
4 tracks
8 tracks
A IN 1/2
Video IN A
A IN 3/4
Video IN B
A IN 5/6
Video IN C
A IN 7/8
Video IN D
A IN 1/2+3/4
Video IN A
A IN 5/6+7/8
Video IN B
B IN 1/2+3/4
Video IN C
B IN 5/6+7/8
Video IN D
A IN 1/2+3/4+5/6+7/8
Video IN A or Video
IN C
B IN 1/2+3/4+5/6+7/8
Video IN B or Video
IN D
16 tracks
A IN 1/2+3/4+5/6+7/8
Video IN A, or
B IN 1/2+3/4+5/6+7/8
Video IN B, or
Video IN C, or
Video IN D
X.mio
2 tracks
4 tracks
8 tracks
A IN 1
Video IN A
B IN 1
Video IN B
A IN 1+2
Video IN A
B IN 1+2
Video IN B
A IN 1+2
Video IN A
B IN 1+2
16 tracks
Not supported
244
12.5.2 AES Output Cable Assignment
Card
Viz Audio Config
AES Cable
Matrox Video
Channel
X.mio3
2 tracks
A Out 1/2
Video Out A
A Out 3/4
Video Out B
A Out 5/6
Video Out C
A Out 7/8
Video Out D
B Out 1/2
Video Out E
B Out 3/4
Video Out F
B Out 5/6
Video Out G
B Out 7/8
Video Out H
A Out 1/2+3/4
Video Out A
A Out 5/6+7/8
Video Out B
B Out 1/2+3/4
Video Out C
B Out 5/6+7/8
Video Out D
4 tracks
8 tracks
A Out 1/2+3/4+5/6+7/8 Video Out A
B Out 1/2+3/4+5/6+7/8 Video Out B
16 tracks
A Out 1/2+3/4+5/6+7/8 Video Out A
B Out 1/2+3/4+5/6+7/8
X.mio2, X.mio2 Plus
2 tracks
4 tracks
A OUT 1/2
Video Out 0
B OUT 1/2
Video Out 1
A OUT 1/2+3/4
Video Out 0
B OUT 1/2+3/4
Video Out 1
8 tracks
A OUT 1/2+3/4+5/6+7 Video Out 0
/8
Video Out 1
B OUT 1/2+3/4+5/6+7
/8
16 tracks
A OUT 1/2+3/4+5/6+7 Video Out 0
/8+9/10+11/12+13
Video Out 1
/+14+15/16
B OUT 1/2+3/4+5/6+7
/8+9/10+11/12+13
/+14+15/16
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Card
Viz Audio Config
AES Cable
Matrox Video
Channel
X.mio
2 tracks
A OUT 1
Video Out 0
A OUT 3
Video Out 1
A OUT 1+2
Video Out 0
A OUT 3+4
Video Out 1
A OUT 1+2
Video Out 0
B OUT 1+2
Video Out 1
4 tracks
8 tracks
A OUT 3+4
B OUT 3+4
16 tracks
A OUT 1+2+3+4
Video Out 0
B OUT 1+2+3+4
12.5.3 Embedded Input
Card/Viz Audio Config
2 tracks
4 tracks
8 tracks
16 tracks
X.mio3
yes
yes
yes
yes
X.mio2 Plus
yes
yes
yes
yes
X.mio2
yes
yes
yes
yes
X.mio
yes
yes
yes
yes
Card/Viz Audio Config
2 tracks
4 tracks
8 tracks
16 tracks
X.mio3
yes
yes
yes
yes
X.mio2 Plus
yes
yes
yes
yes
X.mio2
yes
yes
yes
yes
X.mio
yes
yes
yes
yes
12.5.4 Embedded Output
12.6 Matrox DSX LE Series
Viz Engine supports the Matrox DSX LE series, versions 2, 3 and 4. The DSX LE series cards were
initially introduced as an entry level video card, for installations where no compositor is required. It has
since been expanded with some card models that also feature a compositor less feature-rich and advanced
than those found on the X.mio series cards.
The main features of the DSX LE series video boards are:
246
The DSX LE4 is a passively cooled video card featuring HD-BNC connectors and video clip
playback capabilities
The DSX LE3/**/100 does not have video clip playback capabilities. To play video clips (SD and
HD) as Texture, upgrade from 100 to 500, or 550 to include support for Apple ProRes.
The standard Matrox DSX LE3 does not provide DVE capabilities or other high-end features, such
as frame synchronizers on the input or advanced failsafe capabilities.
On Boards with no on-board compositor, the software compositor is activated by default. The output
of the fill signal differs between the software compositor and the hardware compositor. Although the
results are the same when looking at them after a keyer, to get the desired result, set the flag
use_compositor in the configuration file to 0.
This section describes the following information:
Cables and Connectors
Breakout Cables and Connectors
Video Cable Assignment
Audio Cable Assignment
12.6.1 Cables and Connectors
The connectors for DSX LE3 are:
PCIe board compliant to PCIe 2.0 in x8 or x16 slot
x4 SDI video outputs in SD and HD
x16 Embedded Audio I/O Channels per SDI Stream
The board comes with an additional card and break-out cables for AES audio. Fill and key signals as
well as reference signals, or Genlock, have their own BNC connectors. The board should be installed
in the same slot as the X.mio2/2 Plus board, and uses the same driver versions as Matrox X.mio2/2
Plus.
247
The connectors for DSX LE2/CG are:
PCIe board compliant to PCIe 2.0 in x8 or x16 slot
x2 SDI video outputs in SD and HD
x16 Embedded Audio I/O Channels per SDI Stream
12.6.2 Breakout Cables and Connectors
Both the DSX LE3 and DSX LE2/CG come with a set of breakout cables, and thus do not require any
breakout box. However, the DSX LE2/CG requires the included power cables to be connected, or else the
board will not work.
The breakout cable is used for the reference signal, or Genlock, and AES output. Fill and key signals have
their own BNC connectors. Both boards should be installed in the same slot as the X.mio2/2Plus board.
The DSX-series video cards only support embedded audio, and do not support audio-extension cards for
AES input.
12.6.3 Video Cable Assignment
Matrox DSX LE4, LE3 and DSX LE2/CG all have HD capabilities. The DSX.LE3 has 4 video output
connectors, whereas the DSX.LE2/CG has 2 video output connectors. None of them have video input
capabilities. The boards are used for outputting fill and key signals, and are useful in systems that do not
need live video input or codec support.
The 4 video output connectors for the DSX.LE3 will give you two pairs of fill and key, where output A
and B are Fill and output C and D are Key, respectively.
The 2 video output connectors for the DSX.LE2/CG 2 will give you one pair of fill and key, where output
A is Fill and output B is Key.
12.6.4 Audio Cable Assignment
This section contains information on the following topics:
AES Input Cable Assignment
AES Output Cable Assignment
Embedded Input
Embedded Output
AES Input Cable Assignment
Card
Viz Audio Config
AES Cable
DSX.LE3
DSX.LE2/CG
2 tracks
Not supported
4 tracks
Not supported
8 tracks
Not supported
16 tracks
Not supported
248
Matrox Video
Channel
AES Output Cable Assignment
Card
Viz Audio Config
AES Cable
Matrox Video
Channel
DSX.LE3
2 tracks
AES OUT 1/2
Video Out 0
4 tracks
AES OUT 1/2+3/4
Video Out 0
8 tracks
AES OUT 1/2+3/4+5
/6+7/8
Video Out 0
16 tracks
Not supported
2 tracks
AES OUT 1/2
Video Out 0
4 tracks
AES OUT 1/2+3/4
Video Out 0
8 tracks
Not supported
16 tracks
Not supported
DSX.LE2/CG
Embedded Input
Card/Viz Audio Config
2 tracks
4 tracks
8 tracks
16 tracks
DSX.LE3
-
-
-
-
DSX.LE2/CG
-
-
-
-
Card/Viz Audio Config
2 tracks
4 tracks
8 tracks
16 tracks
DSX.LE3
yes
yes
yes
yes
DSX.LE2/CG
yes
yes
yes
no
Embedded Output
12.7 Matrox X.RIO
Matrox X.RIO is an expansion module for the Matrox X.mio2 board that provides four configurable I/Os.
249
With the Matrox X.mio2 and X.RIO combined, Viz Engine supports up to 8 video inputs. The use of 8
inputs will require an upgrade of the X.mio2, which in most cases ships with 2 inputs and 4 outputs.
Support for the Matrox X.RIO expansion module started with Viz Engine 3.5.
This section contains information on the following topics:
Cables and Connectors
Breakout Cables and Connectors
Video Cable Assignment
Audio Cable Assignment
Install and Configure the Matrox X.RIO
12.7.1 Cables and Connectors
As the X.RIO module expands the capabilities of the Matrox X.mio2-based systems providing four extra
inputs you will be able to have 4 key and 4 fill inputs and 2 key and 2 fill outputs. Note that the extra
connectors can only be used as 4 extra inputs (not outputs).
With an HP Z800 machine, Matrox X.mio2 and X.RIO, the following is possible: with SD, eight inputs
are working as DVE or Texture, whereas with HD, six inputs are working as DVE (at approximately 65%)
or Texture.
......................................................................................................................................................................
Note: The actual number of working inputs depend on the bandwidth of the system, resource usage,
how many clips are played at the same time, and if they are played as DVE or Texture.
......................................................................................................................................................................
Breakout Cables and Connectors
All breakout cable assignments are handled by the X.mio2 board and its breakout box, see the Matrox X.
mio Series section.
Video Cable Assignment
All video cable assignments are handled by the X.mio2 board, see the Matrox X.mio Series section.
Audio Cable Assignment
All audio cable assignments are handled by the X.mio2 board, see the Audio Cable Assignment.
12.7.2 Install and Configure the Matrox X.RIO
This section contains information on the following procedures:
To Install the Matrox X.RIO Expansion Module
To Configure the Matrox X.RIO Board
250
To Install the Matrox X.RIO Expansion Module
1. Connect the power cable to the X.RIO.
2. The slot panel has numbers from 1-4. Make sure to connect them carefully, as the mini-BNCs can
break easily.
3. Mount the X.RIO on the X.mio2 board “Mod A” connector. The Mod B connector will not work.
4. Use the screws to fix the X.RIO expansion module.
......................................................................................................................................................................
Tip: When installing an X.mio2 with X.RIO into a HP Z800, make sure that the mini-BNCs
do not get disconnected during installation, as they are very hard to connect while the X.RIO
board is mounted on the X.mio2.
......................................................................................................................................................................
251
5. Mount the slot panel with the 4 additional inputs in any free slot and connect the power for the X.
RIO. Also, make sure the cables is not in touch with any fans.
To Configure the Matrox X.RIO Board
1.
2.
3.
4.
Install the Matrox driver.
Start Matrox X.Info.
Under the X.mio2 /24 Card tab select the Hardware option, to enable the X.RIO Configure button.
In the X.RIO Module Configuration dialog-box check that the configuration for next restart is set
to 4 Inputs 0 Outputs.
5. Restart the computer.
6. Start Viz Configuration, and go to the Matrox section. From the drop-down menu, the VideoIn
parameters, for example E, F, G and H, can be configured. Note that the X.RIO inputs are
mapped to Viz Engine’s channels 5-8 by default. This means that when an X.mio2/24 is in use,
Viz Engine’s channels 3 and 4 are not in use.
252
12.8 Matrox X.Open
Matrox X.Open is a USB dongle with no video outputs or inputs that you will find on a regular video
board such as the Matrox X.mio Series, but it has support for all the same codecs as a typical Matrox
board. It is therefore well suited for video clip playback using the Matrox clip player for IP, DVI as well
as VGA output.
12.9 Matrox Driver Installation
The first time a machine is started with a Matrox board or dongle installed, the operating system will
prompt the user to install the necessary Matrox drivers. Before installing a new driver, or upgrading the
existing drivers, any currently installed drivers must be removed first. Please refer to the section To
Remove the Matrox Driver for further information on how to remove any such drivers.
However, please pay attention to the following considerations:
A new driver should not be installed before the new hardware is installed.
The use of a different driver version than that which was shipped with the video board is not
recommended.
A driver version, which is not recommended, will in most cases cause the system to be unresponsive.
Use the supplied driver installer application, and do not rely on drivers automatically installed by the
operating system.
Please refer to the Drivers and Configuration History section for information on which driver version
is recommended for the Matrox video card and Viz Engine version in use.
As there are many driver versions available, it is important to compare the versions reported by the
Matrox X.info utility to check that the driver and firmware versions match. A warning will be
displayed if the versions do not match.
This section contains information on the following topics:
To Install the Matrox Driver
To Remove the Matrox Driver
To Upgrade the Matrox Driver
To Check the Installation
To Check the Installation with Windows Device Manager
12.9.1 To Install the Matrox Driver
1. Locate the latest Matrox driver (DSX.utils): ftp://ftp.vizrt.com/products/Vizrt%20Drivers/Matrox
/Xmio/<driver>/
2. Download and save the installation file to the local hard drive.
3.
253
3. Open the downloaded DSX.utils.exe file. This file automatically extracts the installation files and
launches the installation wizard.
4. Follow the on screen instructions.
5. In case the Windows Security window pops up, tick the Always trust software from Matrox
Electronic Systems check-box. This allows for a faster installation procedure in any subsequent
driver installations. If left un-checked, each required driver will need explicit permission to be
installed.
6. Click Install to start the installation. The installation can take several minutes.
7. When completed, a pop-up window will confirm the successful installation. Click OK.
254
7.
8. After the driver has been installed, an icon (1) will appear in the system tray.
......................................................................................................................................................................
Note: The firmware upgrade now starts. This can take a few minutes to complete.
......................................................................................................................................................................
12.9.2 To Remove the Matrox Driver
1.
2.
3.
4.
Go to Start -> Control Panel -> Programs and Features.
Locate the Matrox DSX.utils <version>.
Click the Uninstall button, or right click the entry and select Uninstall from the context menu.
Follow the on screen instructions.
5. Reboot the system.
......................................................................................................................................................................
Tip: In some cases, the Matrox driver removal process will automatically reboot the system.
......................................................................................................................................................................
12.9.3 To Upgrade the Matrox Driver
1. Remove old DSX.utils (see To Remove the Matrox Driver)
2. Reboot system.
3. Install new DSX.utils (see To Install the Matrox Driver).
12.9.4 To Check the Installation
1. Click the Matrox system tray icon.
2. Select Open X.info.
255
3. In the Display Information About drop-down, select System.
4. Check that the correct driver version was installed.
5. In the Display Information About drop-down, select Hardware and click on the installed card
tab, for example LE3/22C.
......................................................................................................................................................................
Note: The information shown in the panel can look different depending on the installed
Matrox card.
......................................................................................................................................................................
256
6. Check the these details:
Under Hardware Information, check the Installed Options for Compositor, to confirm that
the board is taking advantage of the on-board compositor. Some boards do not have an onboard compositor. The Matrox X.mio2 Plus does have an on-board compositor, even though
this is not listed.
See PCI Bus Info and check that the board was put into a PCIe slot operating at the right
frequency.
See Hardware Model, for example, X.mio2 Plus 8500, to check for Mixed Mode Video
Support.
257
12.9.5 To Check the Installation with Windows Device Manager
1. Start the Device Manager, by either:
Click Start, then Run, and type devmgmt.msc, or
Right-click My Computer, select Manage and then Device Manager, or
Right-click My Computer, select Properties and click the Hardware tab, then click Device
Manager, or
Run the command start devmgmt.msc from the Command Prompt
2. Expand the Matrox Audio/Video devices node to see the devices that are installed.
12.10 Mixed Mode Video Support
This section gives an overview of the Matrox’ mixed mode video support. The tables are valid for both
genlock families in Viz Engine. One is 25/50 (e.g. PAL/720p50/1080i25/1080i50) and the other is 30M
/60M (e.g. NTSC/720p60M/1080i30M/1080i60M).
The genlock family refers to the used house signal (e.g. black burst) frequency - typically PAL for the first
and NTSC for the latter. Please observe that genlock families can not be mixed.
The following contain information on the following topics:
Source: PAL or NTSC
Video In to DVE and Texture
Clip In to DVE and Texture
Source: 720p
Video In to DVE and Texture
Clip In to DVE and Texture
Source: 1080i
Video In to DVE and Texture
Clip In to DVE and Texture
258
12.10.1 Source: PAL or NTSC
The first two tables show video in to DVE and texture output capabilities, while the next two tables show
clip in to DVE and texture output capabilities. Please observe that genlock families can not be mixed.
Video In to DVE and Texture
Output DVE
Video In
PAL/NTSC
720p
1080i
PAL/NTSC
OK
-
-
720p
-
-
-
1080i
OK
-
-
Output Texture
Video In
PAL/NTSC
720p
1080i
PAL/NTSC
OK
-
-
720p
OK
-
-
1080i
OK
-
-
PAL/NTSC
720p
1080i
PAL/NTSC
OK
-
-
720p
-
OK
-
1080i
OK
OK
-
Output Texture
Clip In
PAL/NTSC
720p
1080i
PAL/NTSC
OK
-
-
720p
OK
OK
-
1080i
OK
OK
OK
Clip In to DVE and Texture
Output DVE
Clip In
12.10.2 Source: 720p
The first two tables show video in to DVE and texture output capabilities, while the next two tables show
clip in to DVE and texture output capabilities. Please observe that genlock families can not be mixed.
259
Video In to DVE and Texture
Output DVE
Video In
PAL/NTSC
720p
1080i
PAL/NTSC
-
-
-
720p
-
-
OK
1080i
-
-
OK
Output Texture
Video In
PAL/NTSC
720p
1080i
PAL/NTSC
-
OK
-
720p
-
OK
-
1080i
-
OK
-
PAL/NTSC
720p
1080i
PAL/NTSC
OK
-
-
720p
-
OK
-
1080i
OK
OK
OK
Output Texture
Clip In
PAL/NTSC
720p
1080i
PAL/NTSC
OK
OK
-
720p
OK
OK
-
1080i
OK
OK
OK
Clip In to DVE and Texture
Output DVE
Clip In
12.10.3 Source: 1080i
The first two tables show video in to DVE and texture output capabilities, while the next two tables show
the clip in to DVE and texture output capabilities. Please observe that genlock families can not be mixed.
Video In to DVE and Texture
Output DVE
PAL/NTSC
Video In
PAL/NTSC
720p
1080i
-
-
-
260
Output DVE
Video In
720p
-
-
-
1080i
-
-
OK
Output Texture
Video In
PAL/NTSC
720p
1080i
PAL/NTSC
-
-
OK
720p
-
-
OK
1080i
-
-
OK
PAL/NTSC
720p
1080i
PAL/NTSC
OK
-
-
720p
-
OK
-
1080i
OK
OK
OK
Output Texture
Clip In
PAL/NTSC
720p
1080i
PAL/NTSC
OK
-
OK
720p
OK
OK
OK
1080i
OK
OK
OK
Clip In to DVE and Texture
Output DVE
Clip In
12.11 Supported Codecs
The Matrox X.mio, X.mio2, X.mio2 Plus and X.mio3 video cards all support a selection of different
codecs for both SD and HD. Depending on the class, a license upgrade may be required to extend the
range of codecs supported by the installed video card. The Matrox video cards have a built-in license
dongle used by the Matrox codecs to determine licensing rights. Certain codecs require certain card
classes.
For the Matrox X.mio, X.mio2 and X.mio2 Plus video cards, the following classes apply:
6000 class: SD codecs only. No D10
8000 class: SD, HD, D10 and D12 codecs
8500 class: SD, HD, D10 and D12 codecs, and Apple ProRes playback capabilities
For the Matrox X.mio3 and DSX LE 4 video cards, the following classes apply:
Class 100: No clip playback
Class 500: SD and HD clip playback
261
Class 550: SD and HD clip playback, including support for Apple ProRes codecs
See Supported Codecs in the Viz Artist User Guide for a complete list of all supported codecs and
formats.
......................................................................................................................................................................
IMPORTANT! The Codec DNxHD requires its own license, issued by Vizrt.
......................................................................................................................................................................
All codecs are implemented in the software.
12.12 Watchdog
A watchdog is essentially a timer that allows a system to continue video pass-through when an application
has crashed or there is a system failure. The X.mio has a built-in watchdog capability; however, the
bypass only works for video (including optional embedded audio), while AES audio is not bypassed.
The watchdog can be used as a Mechanical Bypass (copper-to-copper) or a Hardware Bypass (default).
This section contains the following topics and procedures:
Mechanical Bypass
Hardware Bypass
Transition from Watchdog to Video
To Enable Mechanical Bypass
12.12.1 Mechanical Bypass
A relay (input to output) that works in case of a power loss. To use mechanical bypass see To Enable
Mechanical Bypass.
12.12.2 Hardware Bypass
Operates in a powered machine state (input to the board's output). In hardware bypass mode the incoming
video and reference signals must be compliant to provide the correct watchdog functionality.
......................................................................................................................................................................
Tip: The hardware bypass introduces an h-phase on the output. The value of this phase depends on the
video output format.
......................................................................................................................................................................
12.12.3 Transition from Watchdog to Video
When watchdog is deactivated (with video_loopthrough_mode=2) and a scene with DVE input is loaded,
a few black frames are shown. The watchdog should be activated after the input channel is ready. To
provide a glitch free transition from watchdog to video configure the watchdog’s deactivation delay by
setting the delay in fields for the watchdog to wait before deactivation.
12.12.4 To Enable Mechanical Bypass
1. Stop Viz Engine.
2. Open the Viz Config file (for example: VIZ-<hostname>-0-0.cfg).
3. Locate SECTION MATROX_CONFIG.
4.
262
4. Enable the Matrox watchdog setting:
Matrox0.WatchDogUseHardwareBypass = 0
5. Save the file.
6. Start Viz Engine.
12.13 Configuration History for Matrox X.mio and DSX Series
Viz Artist/Engine Version
Driver
Supported Hardware
3.9.0
DSX.utils 9.8.0.22358
X.mio3 IP, X.mio3, X.mio2 Plus, X.
mio2, DSX LE4, DSX LE3, DSX
LE2/CG
3.8.3
DSX.utils 9.7.0.21682
X.mio3 IP, X.mio3, X.mio2 Plus, X.
mio2, DSX LE4, DSX LE3, DSX
LE2/CG
3.8.2
DSX.utils 9.6.0.18841
X.mio3, X.mio2 Plus, X.mio2, DSX
LE4, DSX LE3, DSX LE2/CG
3.8.1
DSX.utils 9.6.0.18836
X.mio3, X.mio2 Plus, X.mio2, DSX
LE3, DSX LE2/CG
3.8.0
DSX.utils 9.5.0.17766
X.mio3, X.mio2 Plus, X.mio2, DSX
LE3, DSX LE2/CG
3.7.0
DSX.utils 9.4.0.9040 (release)
X.mio2 Plus, X.mio2, X.mio, DSX
LE3, DSX LE2/CG
3.6.4
DSX.utils 9.2.2.2343
X.mio2 Plus, X.mio2, X.mio, DSX
LE3, DSX LE2/CG
3.6.3
DSX.utils 9.2.2.2335 (SP2)
X.mio2 Plus, X.mio2, X.mio, DSX
LE3, DSX LE2/CG
3.6.2
DSX.utils 9.2.2.2331 (SP2)
X.mio2 Plus, X.mio2, X.mio, DSX
LE3, DSX LE2/CG
3.6.0
DSX.utils 9.2.2.2317 (SP2)
X.mio2 Plus, X.mio2, X.mio, DSX
LE3, DSX LE2/CG
3.5.3 (see note below)
DSX.utils 7.5.2.1448
X.mio2, X.mio, DSX LE2/CG
3.5.0 - 3.5.2
DSX.utils 7.5.2.447 (SP2)
X.mio2, X.mio, DSX LE2/CG
3.3.x
DSX.utils 7.5.2.443
X.mio2, X.mio
3.2.2
DSX.utils 5.0.3.171
X.mio2, X.mio
3.1.0 - 3.2.1
DSX.utils 5.0.3.166
X.mio2, X.mio
12.13.1 Configuration History for Matrox X.Open
The Matrox X.Open use the same driver as the Matrox X.mio series boards.
263
12.14 Troubleshooting Matrox Video Hardware
It might be necessary to reset the X.mio2 Plus board. This needs to be done for example when Viz Engine
reports:
"0xefac9019: Generic driver error: The requested operation was
unsuccessful" at startup.
"0xeddd8008: Topology driver error: Watchdog specified already in
use by another application." at startup.
"VideoClipInOut_Xmio2Plus::SequenceVideoOut SequenceVideoOut no
output node." during operation.
For this a reset mechanism has been implemented for the Viz Engine. To activate this mechanism, do
this procedure:
1.
2.
3.
4.
Stop all Viz Engines (in dual channel setups both Viz Engines must be stopped).
Open the Viz Configuration file.
Set Matrox0.ResetTopology = 1.
Start up the respective Viz Engines.
......................................................................................................................................................................
Note: The Matrox0.ResetTopology setting will be automatically set back to 0 after the
reset has been performed
......................................................................................................................................................................
The reset feature also clears the on-board memory of the X.mio2 Plus board. This operation
removes all Matrox X.RIOs and their topologies from the on-board memory.
After the reset everything will be restored automatically according to the configuration settings. This also
applies to both Viz Engines in a Dual Channel setup.
12.14.1 Replacing a Video Board
This procedure describes how to safely replace a video board on a system with an existing video board, or
a system that previously has had a video board installed.
1.
2.
3.
4.
5.
Remove the video board drivers.
Shut down the machine.
If present, remove the currently installed video board.
Install the replacement video board.
Install the video board drivers.
......................................................................................................................................................................
IMPORTANT! When changing a Matrox video board the Matrox.Devices setting, set in the
Viz Config file’s SECTION MATROX_CONFIG, will not be updated. The Matrox support
will not be correct and the new board will not work. In this case the setting must be removed
and Viz Engine restarted such that Viz Engine can insert the new serial number.
......................................................................................................................................................................
264
12.15 General Information
The number of DVE channels that can be used in Viz Engine depends on the video hardware. The limiting
factor is the amount of memory on the card, but also the available bandwidth for transfers between the
FPGA and the on-board memory. For example, on a Matrox X.mio3 card, you can scale 8 1080i surfaces
to 99.9% and compose those 8 surfaces at the same time. If the scaling factor is reduced, the overall DVE
performance will increase, due to the lowered amount of bandwidth needed. At a certain point, it might
even be possible to add an additional DVE input.
Looking at a single channel system fit with an X.mio3, 9 inputs can be used as DVE, as one is always
consumed by the background layer. However, setting the system up as dual channel, reduces the amount
of DVE layers to 3 in each channel, considering that 2 background layers are used.
12.15.1 Single Channel performance (1080i50):
The maximum number of DVE Assets (excluding Fore- and Background layer) on xMio2+ :
Size
Maximum
100%
6
99%
6
33%
6
The maximum number of DVE Assets (excluding Fore- and Background layer) on xMio3 :
Size
Maximum
100%
9
99%
9
33%
10 (Break even point ~95%)
12.15.2 Dual Channel performance (1080i50):
The maximum number of DVE Assets (excluding Fore- and Background layer) on xMio2+ for each single
channel :
Size
Maximum
100%
2(3)
99%
2(3)
33%
3 (Break even point ~90%)
The maximum number of DVE Assets (excluding Fore- and Background layer) on xMio3 for each single
channel:
265
Size
Maximum
100%
4
99%
4
33%
4
* These measurements are done with DSX Utils 9.8.0.22112 on Viz Engine 3.9.0.66266.
266
13 BlueFish444
Viz Engine supports the following BlueFish444 video boards:
Epoch | 4K Supernova
Epoch | 4K Supernova S+
Epoch | Supernova CG
Epoch | Neutron (introduced in Viz version 3.7.0)
Since Viz version 3.5 and later, these boards replace the SD Lite Pro Express, which is considered a
legacy board but will work for Viz 3.5 installations. Some of the main supported features are:
Embedded audio input and output. Note that all 16 channels are used; however, there are currently no
configuration options available for these channels (e.g. routing of channels, enable/disable channels
etc)
ANC data (both HANC and VANC), such as VITC and RP188 time codes, is supported. Data from
the input is laid over the output. Ingestion of time codes from time code reader boards is supported as
well
Two video inputs and outputs and one Genlock
Automatic bypass (aka Special Configuration Options for Bluefish444) of video if the Viz Engine
crashes
Constant delay of 4 frames from input to output
......................................................................................................................................................................
Note: Other BlueFish444 and Digital Voodoo boards are no longer supported (see the Legacy Cards
section).
......................................................................................................................................................................
267
13.1 Epoch | 4K Supernova, Epoch | 4K Supernova S+ and Epoch | Supernova CG
The BlueFish444 Epoch | 4K Supernova, Epoch | 4K Supernova S+ and Epoch | Supernova CG boards are
intended for character generators such as Viz Trio, but can also be used as an alternative where only two
inputs and outputs are required. The boards are typically installed on HP Z800 machines.
This section contains information on the following:
Epoch | 4K Supernova
Epoch | 4K Supernova Connectors
Epoch | 4K Supernova S+
Epoch | 4K Supernova S+ Connectors
Epoch | Supernova CG
Epoch | Supernova CG Connectors
13.1.1 Epoch | 4K Supernova
The Epoch | Supernova is a full-length PCIe card with five bi-directional multi-format I/O BNC
connectors that support a number of configurations with up to two dual link channels or four single link
channels. For use with Viz Engine, the card needs to be configured with two inputs and two outputs.
Epoch | 4K Supernova Connectors
With 5 BNC connectors, each of the first four do SD, HD, 3G, ASI, AES and LTC as either input or
output. The fifth is the designated GenLock or SD, HD, 3G, ASI or AES (no LTC).
268
On the Epoch | 4K Supernova, the default connector configuration for the five connectors are:
Output 1
Input 1
Output 2
Input 2
Reference In (Genlock)
If the dual_link_input flag is set to 1 in the Viz Configuration file, the two inputs are treated
as one channel with fill on the first and key on the second. Please refer to the Special Configuration
Options for Bluefish444 section for more information.
See Also
Configuration History for BlueFish444
Special Configuration Options for Bluefish444
Video, Audio, Server and Graphics Card Installation
Video Board
13.1.2 Epoch | 4K Supernova S+
269
The Epoch | Supernova S+ is a 2/3-length PCIe card with bi-directional multi-format I/O BNC connectors
that support a number of configurations, up to two dual link channels or four single link channels. For use
with Viz Engine, the card needs to be configured with two inputs and two outputs. With six BNC
connectors, each of the first four do SD, HD, 3G, ASI, AES and LTC as either input or output. The fifth is
the designated GenLock or SD, HD, 3G, ASI or AES (no LTC).
Epoch | 4K Supernova S+ Connectors
On the Epoch | 4K Supernova S+, the default connector configuration for the six connectors are:
Not in use
Output 1
Input 1
Output 2
Input 2
Reference In (Genlock)
......................................................................................................................................................................
Note: Viz Engine does not utilize the top BNC connector on the Epoch | 4K Supernova S+ video
card, recognized as not being flush with the other five.
......................................................................................................................................................................
If the dual_link_input flag is set to 1 in the Viz Configuration file, the two inputs are treated
as one channel with fill on the first and key on the second. Please refer to the Special Configuration
Options for Bluefish444 section for more information.
See Also
Configuration History for BlueFish444
Special Configuration Options for Bluefish444
Video, Audio, Server and Graphics Card Installation
Video Board
270
13.1.3 Epoch | Supernova CG
The Epoch | Supernova CG is a 2/3-length PCIe card with bi-directional multi-format I/O BNC connectors
that support a number of configurations, up to two dual link channels or four single link channels. For use
with Viz Engine, the card needs to be configured with two inputs and two outputs. With five BNC
connectors, each of the first four do SD, HD, 1.5G, ASI, AES and LTC as either input or output. The fifth
is the designated GenLock or SD, HD, 1.5G, ASI or AES (no LTC).
Epoch | Supernova CG Connectors
On the Epoch | Supernova CG, the default connector configuration for the five connectors are:
Output 1
Input 1
Output 2
Input 2
Reference In (Genlock)
If the dual_link_input flag is set to 1 in the Viz Configuration file, the two inputs are treated
as one channel with fill on the first and key on the second. Please refer to the Special Configuration
Options for Bluefish444 section for more information.
271
See Also
Configuration History for BlueFish444
Special Configuration Options for Bluefish444
Video, Audio, Server and Graphics Card Installation
Video Board
13.2 Epoch | Neutron
The Epoch | Neutron is a full-length PCIe card with three bi-directional multi-format I/O BNC connectors
that support dual link configurations. For use with Viz Engine, the card needs to be configured with one
input and one output. Of the three BNC connectors, the first two do SD, HD, 1.5G, ASI, AES and LTC as
either input or output. The third is used for GenLock.
......................................................................................................................................................................
Tip: The Epoch | Neutron is capable of downstream keying. To achieve this, add a Media Asset as
DVE when creating a scene in Viz Artist.
......................................................................................................................................................................
13.2.1 Epoch | Neutron Connectors
272
On the Epoch | Neutron, the default connector configuration for the four connectors are:
AUX connector (Not Used)
(empty space)
Output 1 (fill)
Input 1
Reference IN
If the dual_link_output flag is set to 1 in the Viz configuration file, the key output is enabled
on the bottom BNC connector. The Genlock signal gets moved to the AUX connector at the top.
Reference In
(empty space)
Output 1 (fill)
Input 1
Output 2 (key)
Please refer to the Special Configuration Options section for more information.
See Also
Configuration History for BlueFish444
Special Configuration Options
Video, Audio, Server and Graphics Card Installation
Video Board
Media Assets as DVE in the Viz Artist Guide
13.3 Configuration History for BlueFish444
Use the driver version available on Vizrt’s FTP server to make sure of correct functionality and ring buffer
support.
ftp://download.vizrt.com
13.3.1 The following driver and firmware versions are supported:
Viz Release
Driver Version
Supernova Firmware Neutron Firmware
3.8.1 - 3.8.2
5.11.0.39
2i2o 134
1i2o 025
3.8.0
5.11.0.25
2i2o 127
1i1o 067
3.7.1
5.11.0.14
2i2o 108
1i1o 054
3.7.0
5.11.0.7
2i2o 096 Rev. 2
1i1o 016 Rev. 2
3.6.4
5.11.0.3
2i2o 096
N/A
3.6.3
5.10.2.18
2i2o 094
N/A
3.6.1 - 3.6.2
5.10.2.4
2i2o 053
N/A
3.5.1 - 3.5.4
5.10.1.11
2i2o 031
N/A
273
Viz Release
Driver Version
Supernova Firmware Neutron Firmware
3.5.0
5.9.0.78
442
N/A
13.4 Special Configuration Options for Bluefish444
This section describes the procedures to configure the following options when running a Bluefish444
setup:
To Enable Dual Link Input for Epoch | 4K Supernova and Epoch | 4K Supernova S+ Boards
To Enable Dual Link Output for Epoch | Neutron
To Enable Automatic Bypass for BlueFish444 Epoch Boards
13.4.1 To Enable Dual Link Input for Epoch | 4K Supernova and Epoch | 4K Supernova S+ Boards
1. Stop Viz Engine.
2. Open the Viz Configuration file (for example: VIZ-<hostname>-0-0.cfg)
......................................................................................................................................................................
Note: The default location for this file is %ProgramData%\Vizrt\Viz3
......................................................................................................................................................................
3. Locate SECTION VIDEO.
4. Enable the Dual Link Input setting by changing the default value 0 to 1:
dual_link_input = 1
5. Save the file
6. Start Viz Engine
13.4.2 To Enable Dual Link Output for Epoch | Neutron
1. Stop Viz Engine.
2. Open the Viz Configuration file (for example: VIZ-<hostname>-0-0.cfg)
......................................................................................................................................................................
Note: The default location for this file is %ProgramData%\Vizrt\Viz3
......................................................................................................................................................................
3. Locate SECTION VIDEO.
4. Enable the Dual Link Output setting by changing the default value 0 to 1:
dual_link_output = 1
5. Save the file
6. Start Viz Engine
13.4.3 To Enable Automatic Bypass for BlueFish444 Epoch Boards
Viz Engine supports automatic mechanical bypass (copper-to-copper) of video for BlueFish444 Epoch
boards. To use this feature enable the feature.
1. Stop Viz Engine.
2. Open the Viz Configuration file (for example: VIZ-<hostname>-0-0.cfg)
274
2.
......................................................................................................................................................................
Note: The default location for this file is %ProgramData%\Vizrt\Viz3
3. Locate SECTION VIDEO.
4. Enable the Watchdog setting by changing the default value 0 to 1:
video_use_watchdog = 1
5. Save the file
6. Start Viz Engine
See Also
Configuration History for BlueFish444
Video, Audio, Server and Graphics Card Installation
Video Board
275
14 Digital Video Systems
This section describes the Digital Video Systems (DVS) video boards and drivers supported by Viz
Engine.
This section contains information on the following topics:
DVS Atomix HDMI
DVS Atomix LT
14.1 DVS Atomix HDMI
This section contains a description of the Digital Video Systems’ (DVS) Atomix HDMI video board.
Atomix HDMI is designed for HD TV broadcast and film post production up to 2K. Atomix HDMI
features two video channels that can be used independently or in 3D/stereo mode up to 2K. Moreover, it
has an up/downscaler, a 1D LUT and multi-rate SDI ports with 3.0 Gbps which can be used in various
single- and dual-link configurations.
The DVS Atomix HDMI is mainly used with Viz Virtual Set and Viz Arena, and is the successor of the
DVS Centaurus II. The DVS Atomix HDMI is, as with the Centaurus II, able to output SD, HD and 2K.
The DVS Atomix HDMI is typically mounted in HP Z420 machines.
This section contains information on the following topics:
276
Connectors
Component Side
SDI Panel
Audio and RS-422 panel
Supported Codecs
Configuration History
Licensing
See Also
Video, Audio, Server and Graphics Card Installation
DVS support
14.1.1 Connectors
Component Side
This section is an excerpt from the DVS Atomix HDMI Installation Guide (version 2), section 2.2.2,
Overview of the Component Side, and section 2.3.3, Audio and RS-422 Panel. For complete information,
see the DVS Installation Guide available for download on their website.
No.
Item
Description
1
HDMI D
HDMI 1.3 connector for an output
of digital audio and video signals;
will be used for the first video
channel in special rasters (e.g. for
quad-display applications)
2
HDMI C
277
No.
Item
Description
HDMI 1.3 connector for an output
of digital audio and video signals
(main port of the assigned video
channel); usually used for the
second video channel; can also be
used for the first video channel in
special rasters (e.g. for quad display
applications)
3
HDMI B
HDMI 1.3 connector for an output
of digital audio and video signals;
will be used for the first video
channel in special rasters (e.g. for
quad-display applications)
4
HDMI A (1.4a)
HDMI 1.4a connector for an output
of digital audio and video signals up
to 4K (main port of the assigned
video channel); usually used for the
first video channel
5
Ref In
MXC connector for the reference
input
6
Expansion
Connection for an expansion
module or slot panel
7
AUDIO 1-8/LTC
Flat cable connector for analog
audio, the digital audio channels 1 to
8 and LTC
8
AUDIO 9-16
Flat cable connector for the digital
audio channels 9 to 16
9
RS-422 A/B
Flat cable connector for an in- and
output of RS-422 signals (main
remote ports)
10
SDI OUT A
MCX connector for an output of
digital video signals (serial digital
interface, port A); usually used for
an output of the first video channel
in single-link (YUV) or dual-link
modes (either 3-Gbit/s SDI or first
dual-link stream of YUVA or RGB
[A])
11
SDI IN A
MCX connector for an input of
digital video signals (serial digital
interface, port A); usually used for
an input of the first video channel in
single-link (YUV) or dual-link
278
No.
Item
Description
modes (either 3-Gbit/s SDI or first
dual-link stream of YUVA or RGB
[A])
12
SDI IN B
MCX connector for an input of
digital video signals (serial digital
interface, port B); usually used for
an input of the second video channel
in single-link (YUV) or dual-link
modes (3-Gbit/s SDI); can also be
used for the first video channel for
the second dual-link stream of
YUVA or RGB[A]
13
SDI Out B
MCX connector for an output of
digital video signals (serial digital
interface, port B); usually used for
an output of the second video
channel in single-link (YUV) or
dual-link modes (3-Gbit/s SDI); can
also be used for the first video
channel for the second dual-link
stream of YUVA or RGB[A]
14
breaking line
The printed circuit board provides at
its bottom an extension void of any
electrical parts; it may serve to
stabilize the installation of the board
in a computer system; when not
needed or interfering, you can
carefully break it off the circuit
board at the breaking line
SDI Panel
The SDI panel provides the serial digital interface connectors for Atomix HDMI:
279
Item
Description
Ref In
BNC connector for the reference input
SDI In A
BNC connector for an input of digital video signals (serial digital
interface, port A); usually used for an input of the first video channel in
single-link (YUV) or dual-link modes (either 3-Gbit/s SDI or first duallink stream of YUVA or RGB[A])
SDI In B
BNC connector for an input of digital video signals (serial digital
interface, port B); usually used for an input of the second video channel in
single-link (YUV) or dual-link modes (3-Gbit/s SDI); can also be used for
the first video channel for the second dual-link stream of YUVA or RGB
[A]
SDI Out A
BNC connector for an output of digital video signals (serial digital
interface, port A); usually used for an output of the first video channel in
single-link (YUV) or dual-link modes (either 3-Gbit/s SDI or first duallink stream of YUVA or RGB[A])
SDI Out B
BNC connector for an output of digital video signals (serial digital
interface, port B); usually used for an output of the second video channel
n single-link (YUV) or dual-link modes (3-Gbit/s SDI); can also be used
for the first video channel for the second dual-link stream of YUVA or
RGB[A]
Audio and RS-422 panel
280
The board has the breakout cable, a RS-422 panel and cable. On the RS-422 panel there are two
connectors:
Item
Description
Digital Audio (AES/EBU):
DB-25 connector (female) for audio and LTC in- and output; provides
either four stereo channels digital audio (channels 1 to 8) or three channels
audio plus LTC. It can also be used to provide the digital audio channels 9
to 16.
Remote In/Out:
DB-9 connector (female), serial RS-422 interface for master or slave
control.
The breakout cable has 4 XLR male and 4 XLR female connectors to interface directly with audio
devices. The RS-422 panel’s cable is mounted on the back of the RS-422 panel’s board and connected to
the Atomix HDMI board.
14.1.2 Supported Codecs
Currently, the DVS Atomix HDMI implementation only supports the Microsoft DirectShow Filtergraph
framework to render video clips. This enables play, for example, of MPEG files or streams from a server.
Basically the DVS Atomix HDMI board can play everything that can be played out by the Windows
Media Player, so it depends on what codecs/DirectShow filters that are installed on the machine.
For more information on how to use video clips in Viz Artist, see the Viz Artist User Guide and, in
particular, the SoftClip and MoViz plug-ins.
See Also
281
Supported Codecs in the Viz Artist User Guide
14.1.3 Configuration History
Use the driver version available on Vizrt’s FTP server to make sure of correct functionality and ring buffer
support.
The following driver versions are supported:
Viz Release
Driver Version
3.5.4 and later
SDK 4.3.5.10 (firmware7.4.0.20_7.0.10)
3.5.2 - 3.5.3
SDK 4.2.9.8 (firmware 7.4.0.6_7.0.10)
For information on how to install or update the driver, see the DVS SDK 2.7 User Guide (version 2.0)
sections 3.2 and 3.3: Installation under Windows and Updating an Existing SDK.
14.1.4 Licensing
For information on how to set the license key for the DVS Atomix HDMI board, see the DVS Atomix
HDMI installation guide, section 3.3: Setting the License Key.
14.2 DVS Atomix LT
This section contains a description of the Digital Video Systems’ (DVS) Atomix LT video board.
282
Atomix LT is designed for HD TV broadcast and film post production up to 2K. Atomix LT features two
video channels that can be used independently or in 3D/stereo mode up to 2K. Moreover, it has an up
/downscaler, a 1D LUT and multi-rate SDI ports with 3.0 Gbps which can be used in various single- and
dual-link configurations.
Vizrt’s use of the DVS is mainly used with Viz Virtual Set and Viz Arena, and is Vizrt’s successor of the
DVS Centaurus II. The DVS Atomix LT is as with the Centaurus II able to output SD, HD and 2K. The
DVS Atomix is typically mounted in HP Z800 machines.
This section contains information on the following topics:
Connectors
Overview of the items and connectors on the DVS Atomix LT board
Panel with audio and remote control connections
Supported Codecs
Configuration History for DVS
Licensing
See Also
Video, Audio, Server and Graphics Card Installation
DVS support
14.2.1 Connectors
Overview of the items and connectors on the DVS Atomix LT board
283
This section is an excerpt from the DVS Atomix LT installation guide (version 1.0) section 2.2.1 and
2.3.2: Overview of the Component Side and Audio _and RS-422 Panel_. For complete information, please
refer to DVS’ installation guide available for download on their website.
No.
Item
Explanation
1
SDI Out B
BNC connector for an output of
digital video signals (serial digital
interface, port B); usually used for
284
No.
Item
Explanation
an output of the second video
channel in single-link (YUV) or
dual-link modes (3-Gbit/s SDI); can
also be used for the first video
channel for the second dual-link
stream of YUVA or RGB[A]
2
SDI Out A
BNC connector for an output of
digital video signals (serial digital
interface, port A); usually used for
an output of the first video channel
in single-link (YUV) or dual-link
modes (either 3-Gbit/s SDI or first
dual-link stream of YUVA or RGB
[A])
3
SDI In B
BNC connector for an input of
digital video signals (serial digital
interface, port B); usually used for
an input of the second video channel
in single-link (YUV) or dual-link
modes (3-Gbit/s SDI); can also be
used for the first video channel for
the second dual-link stream of
YUVA or RGB[A]
4
SDI In A
BNC connector for an input of
digital video signals (serial digital
interface, port A); usually used for
an input of the first video channel in
single-link (YUV) or dual-link
modes (either 3-Gbit/s SDI or first
dual-link stream of YUVA or RGB
[A])
5
Ref In
BNC connector for the reference
input
6
Fail Safe 0
See Fail Safe 1
7
AUDIO 1-8/LTC
Flat cable connector for analog
audio, the digital audio channels 1 to
8 and LTC
8
AUDIO 9-16
Flat cable connector for the digital
audio channels 9 to 16
9
RS-422 A/B
Flat cable connector for an in- and
output of RS-422 signals (main
remote ports)
10
Fail Safe 1
285
No.
Item
Explanation
For a bypass of the SDI input
signals to the SDI outputs in case of
power loss connect to either this
connector or Fail Safe 0 a
rechargeable battery (accu, see
section “Technical Data” on page A1)
11
Breaking line
The printed circuit board provides at
its bottom an extension void of any
electrical parts; it may serve to
stabilize the installation of the board
in a computer system; when not
needed or interfering, you can
carefully break it off the circuit
board at the breaking line
Panel with audio and remote control connections
With the board you also have the breakout cable, RS-422 panel and cable. On the RS-422 panel there are
two connectors, one DB-25 connector for digital audio (AES/EBU) and one DB-9 connector for remote in
/out.
Item
Explanation
Digital Audio (AES/EBU)
286
Item
Explanation
DB-25 connector (female) for audio and LTC in- and output; provides
either four stereo channels digital audio (channels 1 to 8) or three channels
audio plus LTC; alternatively it can be used to provide the digital audio
channels 9 to 16.
Remote In/Out
DB-9 connector (female), serial RS-422 interface for master or slave
control.
The breakout cable has 4 XLR male and 4 XLR female connectors to interface directly with audio
devices. The RS-422 panel’s cable is mounted on the back of the RS-422 panel’s board and connected to
the Atomix LT board.
14.2.2 Supported Codecs
Currently, the DVS implementation only supports the Microsoft DirectShow Filtergraph framework to
render video clips. This enables you to play for example MPEG files or streams from a server.
For more information on how to use video clips in Viz Artist, see the Viz Artist User Guide and in
particular the SoftClip and MoViz plugins.
Basically the DVS board can play everything that can be played out by the Windows Media Player, so it
depends on what codecs/DirectShow filters that are installed on the machine.
14.2.3 Configuration History for DVS
The following driver versions are supported:
Viz Release
Driver Version
3.5.4 and later
SDK 4.3.5.10
3.5.2 - 3.5.3
SDK 4.2.9.8
3.3.0 - 3.5.1
SDK 4.0.1.15
For information on how to install or update the driver, please refer to DVS’ SDK 2.7 user guide (version
2.0) sections 3.2 and 3.3: Installation under Windows and Updating an Existing SDK.
14.2.4 Licensing
For information on how to set the license key for your DVS Atomix LT board, please refer to the DVS
Atomix LT installation guide (version 1.0) section 3.3: Setting the License Key.
287
15 NVIDIA Quadro SDI Capture
Currently the NVIDIA Quadro SDI Capture card can only be used with the NVIDIA SDI option. Vizrt’s
application of this card is mainly in time critical environments like virtual studios and sports applications
as it has a stable latency from input to output (of 4 frames).
The time used for video transfer from input to the GPU and back to video output is a lot less than any
other solution Vizrt currently offers. Hence, scenes with 4 video inputs as texture still have a lot of
rendering time left per field/frame.
15.1 Connectors
The card has five BNC connectors. Four connectors are used for input, and the fifth connector serves as a
loop-through of input one.
15.2 Drivers for NVIDIA Quadro SDI capture card
Use the latest NVIDIA GPU driver and WDM (Windows Driver Model) driver for the capture card. Vizrt
does not recommend a specific driver version beyond using the latest version available from NVIDIA.
See Also
Compatible and recommended NVIDIA SDI out cards supported by Vizrt:
NVIDIA Quadro FX 4400
288
NVIDIA Quadro FX 5500
NVIDIA Quadro K5000
Available machine configurations:
HP DL370
289
16 AJA Io 4K
Viz 3.7.1 and later supports the AJA Io 4K (Io4K), a portable size professional video and audio I/O
solution.
Io4K supports 4K, UltraHD, 3G-SDI, Dual Link, HD-SDI and SD-SDI as well as UHD and HD over
HDMI 1.4a for both capture and output. A dedicated, real time, always-on HD-SDI output allows Io 4K to
simultaneously output to HD monitors when working at 4K or UHD resolutions, providing cost-effective
monitoring options in addition to full resolution outputs.
......................................................................................................................................................................
IMPORTANT! All possible modes of operation for the AJA Io 4K is currently not supported by Viz
Engine, see Configuration.
......................................................................................................................................................................
This section contains information on the following topics:
Overview and Connectors
Configuration
AJA Io 4K Features and Specifications
Features:
Technical Specifications
Configuration History
See Also
Video, Audio, Server and Graphics Card Installation
Manufacturer’s documentation (external link at www.aja.com): AJA Io 4K
16.1 Overview and Connectors
Io4K supports your current SD and HD SDI workflow and also provides support for future UltraHD and
4K (with downscaling, if needed) with frame rates up to 50p/60p whenever the need arises.
Embedded 16-channel SDI and 8-channel HDMI audio are supported as well as analog audio outputs via a
standard DB-25 connection. Stereo monitoring is also possible with 2 x RCA outputs and a front panel
mini-TRS headphone jack.
290
16.2 Configuration
IMPORTANT! Currently 4K and HDMI output is not supported. Support for this will be considered in
future Viz Engine releases. For 1080P only Level A for 3G is supported.
This section contain information about the following subjects:
Audio configuration
Video Configuration
Configuration Utilities
Firmware Upgrade
16.3 Audio configuration
Embedded audio is supported, always with 16 channels in and out. However, mixer settings are active,
and respected. Example: if the user requests only two-channel output, the remaining 14 channels will be
silent.
16.4 Video Configuration
The six BNC connectors on the back of the Io4K are labeled [LTC OUT], [LTC IN/REF IN] and [SDI 1 to
4] as indicated in the picture below:
The default configuration is:
Viz Reference
Io4K BNC Connector
Live Input 1
SDI 1
Live Input 2
SDI 2
Fill Output exits from:
SDI 3
Key Output exits from:
SDI 4
Genlock
[REF IN]
If Live Input 2 is inactive in the configuration, SDI 2 will be enabled for preview output.
16.5 Configuration Utilities
Vizrt includes two configuration utilities from AJA:
cables.exe This utility shows the current topology running: inputs, outputs, color space conversion,
fill and key paths. Firmware and driver version information is also accessible. Screen-shots of cables.
exe usage showing two typical topologies (A: two video inputs and B: one video and one preview)
are shown below
Example A- topology using two video inputs:
291
Example B- One video input, one preview:
watcher.exe This utility shows register settings. You may also write out a status log file. The autocirculate engine is also observable. This utility is mostly of value for support specialists.
16.6 Firmware Upgrade
Only do an upgrade of Io4K firmware if instructed to do so by Vizrt or AJA support. All files for firmware
upgrade will be provided in a separate directory, typically supplied as a zip-archive. To install the
firmware:
1. Open a command window.
2. cd to the directory where the firmware upgrade files are located. Make sure no other programs are
running that could interfere with the firmware upgrade.
3. Install the firmware, in this example named IO_XT_4K_13.bit, using the ntv2firmwareinstaller
utility. Example: ntv2firmwareinstaller -f IO_XT_4K_13.bit
4. The window will then pause for a few minutes. When the firmware upgrade is complete, the
command line program will ask for a return key press to exit. Please be patient, the firmware
upgrade can take 3 to 6 minutes or more, depending on hardware.
5.
292
5. Power-cycle the Io4K and reboot the computer to make sure the upgraded firmware configuration
is active.
16.7 AJA Io 4K Features and Specifications
The Io4K features and specifications as provided by the manufacturer are provided for your reference
below.
Configuration describes the modes of operation Viz Engine supports.
16.7.1 Features:
4 x bi-directional 3G-SDI
4K/UHD HDMI I/O
Simultaneous SDI and HDMI outputs
Real time 4K to HD down-conversion for HD-SDI and HDMI monitoring
10-bit high-quality 4:2:2, 4:4:4 and High Frame Rate work-flow support
Two Thunderbolt 2 ports
Use with any Thunderbolt 2 system for up to 4K at 10-bit quality and up to 50p/60p
Backwards compatible with existing Thunderbolt hosts
16-channel embedded audio on SDI
8-channel embedded audio on HDMI
DB-25 analog audio output connector
XLR 12V power for battery or AC use
RS-422 VTR control, Reference, LTC Input
Headphone jack and level control for mobile environments
16.7.2 Technical Specifications
For the full technical specifications, visit the manufacturers website at www.aja.com - Io4K Tech Specs.
16.8 Configuration History
The AJA Io 4K requires Viz Engine 3.7.1 or higher, with the following driver and firmware:
Driver version 12.0.0.123
Firmware version 13
293
17 Video, Audio, Server and Graphics Card Installation
The installation of video, audio or graphics cards, is not required on a new system. However, for
maintenance or upgrades, it is important to know how to do the installation for the different models.
All servers are pre-configured with Windows 7 Pro 64-bit, except the HP DL360 Gen9 which is
configured with Windows Server 2008 R2.
This section mainly describes how to install BlueFish, DVS and Matrox X.mio series cards with an
NVIDIA graphics card. The following machines are covered:
HP Z440
HP Z840
HP DL360 Gen9
HP DL380 Gen9
Dell R7910 (2U) Rack Server
Supermicro SuperServer 7048 GR-TR
HP ZBook 15/17 G3 Mobile workstation
Information on how to replace a Matrox X.mio board and connect an audio-extension card can be found in
the Matrox chapter.
......................................................................................................................................................................
IMPORTANT! Be careful when handling cards, see Handling and installing cards for some advice.
......................................................................................................................................................................
Deprecated / legacy servers - for reference only:
HP Z420
HP DL370
HP DL360 Gen9
HP DL370
HP xw8200
HP xw8400
See Also
NVIDIA Graphics Cards
BlueFish444
Digital Video Systems
Matrox
NVIDIA Quadro SDI Capture
17.1 HP Z440
This section describes how to setup a HP Z440 machine with the different cards provided by Vizrt. The
HP Z440 (4U rack units) is a high performance single-CPU workstation with 8 memory slots, multiple
storage and PCIe configuration options.
More details about the HP Z440 can be found on HP’s website: HP Z440 Info.
294
HP Z440 with NVIDIA K6000 card, Matrox X.mio2:
17.1.1 HP Z440 PCI/PCIe Slot layout and usage
Slot ¤
Type
Used for
13
PCIe2 x1
AES Audio card (if the video card
has it)
14
PCIe3 x16
Graphic card
15
PCIe2 x4
Unused/Free
16
PCIe3 x8
Video Card (Matrox, DVS or
Bluefish)
17
PCIe3 x16
Radial Aerator, if needed, see note
below
18
PCI 32/33
Unused/Free
295
......................................................................................................................................................................
Note: Radial Aerato is recommended for the X.mio2 and X.mio2 Plus boards. However, for video
cards that have an onboard fan, such as the X.mio3, DSX LE 4, DVS Atomix or Bluefish Epoch 4K
Supernova cards, this is not needed.
......................................................................................................................................................................
17.1.2 Z440 BIOS Settings
Advanced – Power Options – Fan Idle Mode
Default is two steps below maximum: **
Fan can be set to maximum, if temperatures are high.
17.1.3 Memory expansion
Memory expansions must follow the predefined fill-order and memory-type requirements. There is a table
documenting the memory fill order inside the server cabinet. Refer to that table when adding memory
modules. Memory configurations with more than 4 memory DIMMs installed, require the HP Z440
Memory Cooling Solution (AMO kit P/N J2R52AA). This fan can be obtained from Vizrt, or directly
from HP.
17.2 HP Z840
This section describes how to setup a HP Z840 machine with the different cards provided by Vizrt. The
HP Z840 (5U rack units) is a high performance workstation that can be configured with two CPUs, has 16
memory slots, multiple storage and PCIe configuration options.
More details about the HP Z840 can be found on HP’s website: HP Z840 Info and HP Z840 Support.
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
296
17.2.1 HP Z840 PCI/PCIe Slot layout and usage
Single GPU setups (one graphics device):
Slot #
Type
Used for
16
PCIe3 x4 - CPU0
AES Audio card (if required/used)
17
PCIe3 x16 - CPU0
Graphics card 1
18
PCIe3 x8 - CPU1
free
19
PCIe3 x16 - CPU1
free
20
PCIe3 x8 CPU1
free
21
PCIe3 x16 - CPU0
Video card (Matrox, DVS or
Bluefish)
22
PCIe2 x1 - PCH
Radial Aerator (if needed, see note
below)
Dual GPU setups (two graphics devices):
Slot #
Type
Used for
16
PCIe3 x4 - CPU0
AES Audio card (if required/used)
17
PCIe3 x16 - CPU0
Graphics card 1
18
PCIe3 x8 - CPU1
free
19
PCIe3 x16 - CPU1
Video card (Matrox, DVS or
Bluefish)
20
PCIe3 x8 CPU1
free
297
Slot #
Type
Used for
21
PCIe3 x16 - CPU0
Graphics card 2
22
PCIe2 x1 - PCH
free
......................................................................................................................................................................
IMPORTANT! A Radial Aerator is recommended for the Matrox X.mio2 video boards. However,
the Radial Aerator is not needed for video cards with an onboard fan, such as the Matrox X.mio3,
DVS Atomix or Bluefish Epoch 4K Supernova. The Radial Aerator cannot physically be installed
with the Xmio.2 Plus board, in which case the BIOS chassis fan speed setting must be set to maximum
to achieve sufficient cooling.
......................................................................................................................................................................
17.2.2 Z840 BIOS Settings
Advanced – Power Options – Fan Idle Mode
With one Graphic card: two steps below maximum: **
With two Graphic cards: maximum ****
Advanced – Performance Options:
Intel Hyper Threading Technology: Disabled
QPI mode: Home Snoop
17.2.3 Memory expansion
Memory expansions must follow the predefined fill-order and memory-type requirements. There is a table
documenting the memory fill order inside the server cabinet. Use this table as a reference when adding
memory modules.
17.3 HP DL360 Gen9
The HP DL360 Gen9 is a space-saving 1U server. This is a dual-CPU server with 24 DIMM slots, which
is configured with Windows Server 2008 R2.
Only single slot NVIDIA Graphics Cards can be used, either M2000 or M4000.
There are two expansion slots:
One for the Graphic Card.
One for a Matrox X.mio3 or DSX LE 4 video card.
The HP DL360 Gen9 with Quadro K4200 and DSXLE3 video I/O:
298
17.3.1 HP DL360 Gen9 BIOS settings
Setting
Value
System Options > Processor
Options -> Hyperthreading
Disabled
Performance Options -> Node Enabled
Interleaving
Performance Options -> QPI
Snoop Configuration
Home Snoop
Advanced Options -> Video
Options -> Add-in Video
Enabled
Advanced Options -> Video
Options -> Embedded Video
Disabled
Power Management -> Power
Profile
Maximum Performance
Boot Options -> UEFI
Optimized Boot:
For systems running Windows Disabled
Server 2008 R2
For systems running Windows Enabled
Server 2012 R2
17.4 HP DL380 Gen9
The HP DL380 Gen9 is a 2U rack mountable server. This is a dual-CPU server with 24 DIMM slots,
which comes configured with Windows Server 2008 R2 or Windows Server 2012 R2.
299
This server can be configured with up to two dual slot NVIDIA Graphics Cards. Dual GPU configurations
require the system to be configured with Windows Server 2012 R2.
17.4.1 HP DL380 Gen9 PCI/PCIe Slot layout and usage
Slot #
Used for
1
Empty
2
Graphics card 1
3
Optional AES Audio for Matrox X.mio3
4
Emtpy
5
Graphics card 2
6
Matrox X.mio3 IP, Matrox X.mio3, or Matrox DSX LE4 video card
...............................................................................................................
Note: Other video boards are not tested with this server.
...............................................................................................................
17.4.2 HP DL380 Gen 9 BIOS settings
Setting
Value
System Options > Processor
Options -> Hyperthreading
Disabled
Performance Options -> Node Enabled
Interleaving
Performance Options -> QPI
Snoop Configuration
Home Snoop
Advanced Options -> Video
Options -> Add-in Video
Enabled
Advanced Options -> Video
Options -> Embedded Video
Disabled
Power Management -> Power
Profile
Maximum Performance
300
Setting
Value
Boot Options -> UEFI
Optimized Boot:
For systems running Windows Disabled
Server 2008R2
For systems running Windows Enabled
Server 2012R2
17.5 Dell R7910 (2U) Rack Server
The Dell R7910 Rack Workstation is a high-performance 2U Rack server. It is a dual-CPU server with 24
DIMMS memory slots, and can be configured with high-end Quadro graphics, Matrox Video I/O, and
AES Audio.
17.5.1 Dell R7910 Rack Workstation slots
The server have 4 slots for expansion cards. One slot is not connected to the motherboard, as indicated
with no-Slot in the picture below:
17.5.2 To setup a single channel graphics with Video and AES Audio
Graphic card in PCIe3 x16 above the power supply.
Matrox card in PCIe3 x8.
AES Audio above the Matrox card.
301
17.5.3 To setup Dual Channel with two K4200 graphics cards
Both K4200 in the PCIe3 x16 slots.
Matrox card in the PCIe3 x8 slot.
AES Audio in the “no Slot”, as this does not need connection to the motherboard.
......................................................................................................................................................................
Note: Bluefish and DVS video boards have not been tested with this server.
......................................................................................................................................................................
17.5.4 BIOS settings
BIOS Setting
Value
Memory settings
Snoop Mode – Home Snoop
Processor settings
Logical Processor – disabled
SATA Settings
Embedded SATA – Raid Mode
Boot Settings
Boot Mode: BIOS
Integrated Devices
Embedded Video Controller - disabled
17.6 Supermicro SuperServer 7048 GR-TR
The dual-processor SuperServer 7048 GR-TR have excellent expansion capabilities and can be configured
with up to four graphic cards. The chassis can be configured with tower top cover and feet as a desktop
server, or as a 4U rack mountable chassis.
This section covers the following details:
GPU Installation
BIOS Settings
17.6.1 GPU Installation
The NVIDIA graphic cards must be installed with the first one at the bottom, furthest away from the CPU:
302
Slot
Card
CPU1 Slot2 PCI-E 3.0 x16
Graphic Card 1
CPU1 Slot4 PCI-E 3.0 x16
Graphic Card 2
CPU2 Slot6 PCI-E 3.0 x16
Graphic Card 3
CPU2 Slot8 PCI-E 3.0 x16
Graphic Card 4
CPU1 Slot10 PCI-E 3.0 x8 (in Matrox card
x16)
Also, make sure that the onboard GPU is disabled by setting the JPG1 jumper to pins 2 and 3:
303
17.6.2 BIOS Settings
Setting
Value
Advanced -> CPU
Configuration HyperThreading (All)
Disabled
Advanced -> Chipset
Disabled
Configuration -> North Bridge
-> QPI Configuration -> QPI
General Configuration -> Early
Snoop
Advanced -> CPU
Configuration -> Advanced
Power Management
Configuration:
Power Technology
Disabled
Energy Performance Tuning
Disabled
Energy BIAS Setting
Performance
Energy Efficient Turbo
Disabled
17.7 HP ZBook 15/17 G3 Mobile workstation
The HP ZBook is a mobile workstation available as 15 and17 inch models with the powerful Intel Core i7
CPU, from 16 to 64 gigabytes of RAM, and a full HD resolution display.
304
The 15-inch model can be used for design and control applications, as it features a full HD display and an
NVIDIA Quadro M1000M or NVIDIA M2000M graphics card, depending on the configuration.
The 17-inch model can, in addition to design and control applications, also be used for SDI productions. It
is available with either an NVIDIA Quadro M4000M or NVIDIA Quadro M5000M video card. For SDI
productions, the HP ZBook must be extended with an AJA Io 4K external video board and require a
Thunderbolt 3 to Thunderbolt 2 adapter.
Both models come with the Microsoft Windows 7 Professional 64 bit operating system.
17.7.1 HP ZBook BIOS settings
Setting
Value
Advanced -> Built-In Device
Options -> Graphics
Discrete Graphics
This BIOS setting is required to make sure Viz Engine runs only on the NVIDIA graphic card, and not on
the built-in Intel HD graphic card.
See Also
AJA Io 4K
17.8 Deprecated servers
The following servers are deprecated. The information in this section is for historical reference only and
will not be updated for new hardware.
HP ML350p Gen8
HP Z420
HP Z800
305
HP Z820
HP DL370
HP xw8200
HP xw8400
HP xw8600
17.8.1 HP ML350p Gen8
This section describes how to setup a HP ML350p Gen8 machine with the different cards provided by
Vizrt:
To Setup an HP ML350p Gen8 with a DVS board
PCI-X, PCI slots, HP ML350p Gen8
To Setup an HP ML350p Gen8 with a Matrox board
PCI-X, PCI slots, HP ML350p Gen8
To Setup an HP ML350p Gen8 with a DVS board
PCI-X, PCI slots, HP ML350p Gen8
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1. Disconnect the power and all other peripherals.
2. Install the video board in slot 1.
3. Install the graphic card in slot 6.
......................................................................................................................................................................
Note: Make sure that the cable connections are correctly mounted and that they stay clear of
any supplemental aerators or the aerator of the graphics device.
......................................................................................................................................................................
306
3.
4. Tidy up all cables and close the computer case.
......................................................................................................................................................................
Note: Placement of cards are the same for both DVS Atomix HDMI (see Digital Video
Systems) and DVS Centaurus II
......................................................................................................................................................................
To Setup an HP ML350p Gen8 with a Matrox board
PCI-X, PCI slots, HP ML350p Gen8
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
5.
6.
Disconnect the power and all other peripherals.
Insert the video board in slot 1.
Insert graphic card 1 in slot 6.
Insert graphic card 2 in slot 8.
Insert the Matrox audio board in slot 3.
Insert the radial-aerator in slot 2.
......................................................................................................................................................................
IMPORTANT! A radial-aerator is mandatory as the video board reaches high temperatures
during operation.
......................................................................................................................................................................
7. Insert the slot panel (x2) for the X.mio2/44 board in slot 4. Connect it to the X.mio2 board.
8. Tidy up all cables and close the computer’s casing.
9. Start the machine.
Once the machine is powered up, check that the Matrox X.mio board has been correctly installed.
Check that the blue OB-light on the (top) backside of the slot panel is set to ON. If the LED is ON
the board is correctly supplied with power.
307
17.8.2 HP Z420
This section describes how to setup a HP Z420 machine with the different cards provided by Vizrt:
To Setup an HP Z420 with a BlueFish444 Epoch board
PCI-X, PCI and AGP slots, HP Z420
To Setup an HP Z420 with a DVS board
PCI-X, PCI and AGP slots, HP Z420
Note: Placement of cards are the same for both DVS Atomix HDMI (see Digital Video Systems) and
DVS Centaurus II
To Setup an HP Z420 with a Matrox board
PCI and PCIe slots, HP Z420
To Setup an HP Z420 with a capture card
PCI and PCIe slots, HP Z420
To Setup an HP Z420 with a BlueFish444 Epoch board
PCI-X, PCI and AGP slots, HP Z420
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1. Disconnect the power and all other peripherals.
2. Insert the graphics card in slot 20.
3. Insert the BlueFish444 video board in slot 22.
......................................................................................................................................................................
Note: If you are using the BNC adapter with the Epoch|2K Horizon board it can be placed
directly adjacent the video board on either side.
......................................................................................................................................................................
4. Tidy up all cables and close the computer’s casing.
To Setup an HP Z420 with a DVS board
PCI-X, PCI and AGP slots, HP Z420
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Install the video board in slot 22.
Install the graphics card in slot 20.
Install the video board two extension boards:
SDI/RS-422 panel in slot 19
308
4.
BNC panel in slot 23
.................................................................................................................................................................
Note: Make sure that the cable connections are correctly mounted and that they stay
clear of any supplemental aerators or the aerator of the graphics device.
.................................................................................................................................................................
5. Tidy up all cables and close the computer’s casing.
......................................................................................................................................................................
Note: Placement of cards are the same for both DVS Atomix HDMI (see Digital Video
Systems ) and DVS Centaurus II
......................................................................................................................................................................
To Setup an HP Z420 with a Matrox board
PCI and PCIe slots, HP Z420
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Insert the graphics card in slot 20.
Insert the Matrox video board in slot 22.
Insert the radial-aerator in slot 23.
......................................................................................................................................................................
IMPORTANT! A radial-aerator is mandatory as the video board reaches high temperatures
during operation.
......................................................................................................................................................................
5. Optional: Insert the Matrox video board in slot 19.
6. Optional: Insert the extra slot panel for the X.mio2/44 board in any of the vacant slots, and
connect it to the X.mio2 board.
7. Tidy up all cables and close the computer’s casing.
8. Start the machine.The Matrox X.mio2+ gets very hot in the HP Z420. Make sure that the HP Z420
Fan and Front Card Guide Kit is installed, and set the fan speed to the highest value in BIOS
(Power -> Thermal).
Once the machine is powered up, check that the Matrox X.mio board has been correctly installed. Check
that the blue OB-light on the (top) backside of the slot panel is set to ON. If the LED is ON the board is
correctly supplied with power.
To Setup an HP Z420 with a capture card
PCI and PCIe slots, HP Z420
309
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Insert the graphics card in slot 20.
Insert the NVIDIA capture card in slot 22.
Tidy up all cables and close the computer’s casing.
17.8.3 HP Z800
This section describes how to setup a HP Z800 machine with the different cards provided by Vizrt:
To Setup an HP Z800 with a BlueFish444 Epoch board
PCI-X, PCI and AGP slots, HP Z800
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1. Disconnect the power and all other peripherals.
2. Insert the graphics card in the PCIe slot number 2 from the top.
3. Insert the BlueFish444 video board in the PCIe slot number 4 from the top.
......................................................................................................................................................................
Note: If you are using the BNC adaptor with the Epoch|2K Horizon board it can be placed
directly adjacent the video board on either side.
......................................................................................................................................................................
310
To Setup an HP Z800 with a DVS board
PCI-X, PCI and AGP slots, HP Z800
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Install the video board in slot number 5 from the top.
Install the graphics card in slot number 2 from the top.
Install the separate SDI/RS-422 panel in slot number 1 from the top.
Make sure that the cable connections are properly mounted and that it stays clear of any
supplemental aerators or the aerator of the graphics device.
5. Tidy up all cables and close the computer’s casing.
......................................................................................................................................................................
Note: Placement of cards are the same for both Digital Video Systems and DVS Centaurus II
......................................................................................................................................................................
311
To Setup an HP Z800 with a Matrox board
PCI and PCIe slots, HP Z800
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Insert the graphics card in PCIe2 slot number 2 from the top.
Insert the Matrox video board into the PCIe2 slot number 5 from the top.
Insert the radial-aerator into the PCIe slot number 7 from the top.
......................................................................................................................................................................
IMPORTANT! The Matrox video boards can reach very high temperatures when in
operation. If a Xmio.2 board is used, a radial-aerator must be installed. If a Xmio.2 Plus board
is used a radial-aerator can not, physically, be installed. In this case the chassis fan speed (in
BIOS) must be set to maximum to achieve sufficient cooling.
......................................................................................................................................................................
5. Optional: Insert the Matrox video board into the PCIe2 slot number 1 from the top.
6. Optional: Insert the extra slot panel for the X.mio2/44 board in any of the vacant slots, and
connect it to the X.mio2 board.
7. Tidy up all cables and close the computer’s casing.
Once the machine is powered up you may verify that the Matrox X.mio board has been correctly
installed by looking for the blue OB-light on the (top) backside of the slot panel. A lit light
indicates that the board is correctly supplied with power.
312
To Setup an HP Z800 with two graphics cards
PCI and PCIe slots, HP Z800
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
Disconnect the power and all other peripherals.
Insert the weaker graphics card in PCIe2 slot number 2 from the top.
Insert the stronger graphics card in PCIe2 slot number 5 from the top.
Insert the Matrox video board in the PCIe2 slot number 4 from the top.
Insert the radial-aerator into the PCIe slot number 3 from the top.
A radial-aerator is mandatory as the video board reaches high temperatures during operation.
Optional: Insert the Matrox video board into the PCIe2 slot number 1 from the top.
Tidy up all cables and close the computer’s casing.
Connect the computer’s monitor to the graphics card in slot 2 from the top.
Start the machine and in the BIOS (Advanced: Thermal – Full Fan speed) set all fans to run at full
speed.
Boot and log on to the machine.
Install NVIDIA and Matrox drivers.
Open the NVIDIA Control Panel, and click on System Information in the bottom left corner and
check that both graphics cards are installed and run at PCIe x16 speed.
Open Matrox X.info from the system tray and check that the video board runs at PCIe x8 speed.
Once the machine is powered up you may verify that the Matrox X.mio board has been correctly
installed by looking for the blue OB-light on the (top) backside of the slot panel. A lit light
indicates that the board is correctly supplied with power.
313
To Setup an HP Z800 with a capture card
PCI and PCIe slots, HP Z800
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Insert the graphics card in PCIe2 slot number 2 from the top.
Insert the NVIDIA capture card into the PCIe2 slot number 4 from the top.
Tidy up all cables and close the computer’s casing.
17.8.4 HP Z820
This section describes how to setup a HP Z820 machine with the different cards provided by Vizrt.
To Setup an HP Z820 with a Matrox board
PCI and PCIe slots, HP Z820
......................................................................................................................................................................
314
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Insert the graphics card in slot 17.
Insert the Matrox video board in slot 21.
Insert the radial-aerator in slot 22.
......................................................................................................................................................................
IMPORTANT! The Matrox video boards can reach very high temperatures when in
operation. If a Xmio.2 board is used, a radial-aerator must be installed. If a Xmio.2 Plus board
is used a radial-aerator can not, physically, be installed. In this case the chassis fan speed (in
BIOS) must be set to maximum to achieve sufficient cooling.
......................................................................................................................................................................
5. Optional: Insert the in slot 16.
6. Optional: Insert the extra slot panel for the X.mio2/44 board in any of the vacant slots, and
connect it to the X.mio2 board.
7. Tidy up all cables and close the computer’s casing.
Once the machine is powered up, check that the Matrox X.mio board has been correctly installed.
Check that the blue OB-light on the (top) backside of the slot panel is set to ON. If the LED is ON
the board is correctly supplied with power.
To Setup an HP Z820 with two graphics cards
PCI and PCIe slots, HP Z820
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
5.
Disconnect the power and all other peripherals.
Insert the weaker graphics card in slot 17.
Insert the stronger graphics card in slot 19.
Insert the Matrox video board in slot 21.
Insert the radial-aerator in slot 22.
......................................................................................................................................................................
315
5.
IMPORTANT! A radial-aerator is mandatory as the video board reaches high temperatures
during operation.
......................................................................................................................................................................
6.
7.
8.
9.
10.
11.
12.
13.
Optional: Insert the Matrox video board in slot 16.
Tidy up all cables and close the computer’s casing.
Connect the computer’s monitor to the graphics card in slot 17.
Start the machine.
In the BIOS (Advanced: Thermal – Full Fan speed) set all fans to run at full speed.
Boot and log on to the machine.
Install the NVIDIA and Matrox drivers.
Open the NVIDIA Control Panel, and click on System Information in the bottom left corner and
check that both graphics cards are installed and run at PCIe x16 speed.
14. Open Matrox X.info from the system tray and check that the video board runs at PCIe x8 speed.
Once the machine is powered up, check that the Matrox X.mio board has been correctly installed.
Check that the blue OB-light on the (top) backside of the slot panel is set to ON. If the LED is ON
the board is correctly supplied with power.
17.8.5 HP DL370
This section describes how to setup a HP DL370 G6 machine with the different cards provided by Vizrt.
To Setup an HP DL370 G6 with one graphics card
PCI and PCIe slots, HP DL370 G6
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
316
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Insert the graphics card in PCIe2 slot number 8 from the left.
Insert the video board (i.e. Matrox X.mio2) into the PCIe2 slot number 3 from the left.
If you have a Matrox board, insert the radial-aerator into the PCIe slot number 2 from the left.
A radial-aerator is mandatory as the video board reaches high temperatures during operation.
5. Optional: Insert the Matrox into the PCIe2 slot number 5 from the left.
6. Optional: Insert the extra slot panel for the X.mio2/44 board in any of the vacant slots, and
connect it to the X.mio2 board.
7. Tidy up all cables and close the computer’s casing.
......................................................................................................................................................................
Note: Matrox DSX.LE cannot be mounted in the DL370 G6
......................................................................................................................................................................
Once the machine is powered up you may verify that the Matrox X.mio board has been correctly
installed by looking for the blue OB-light on the (top) backside of the slot panel. A lit light
indicates that the board is correctly supplied with power.
To Setup an HP DL370 G6 with two graphics cards
PCI and PCIe slots, HP DL370 G6
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Insert the weaker graphics card in PCIe2 slot number 3 from the left.
Insert the stronger graphics card in PCIe2 slot number 8 from the left.
Insert the video board (i.e. Matrox X.mio2) in the PCIe2 slot number 6 from the left.
5.
317
5. If you have a Matrox board, insert the radial-aerator into the PCIe slot number 5 from the left.
6.
7.
8.
9.
10.
11.
12.
13.
A radial-aerator is mandatory as the video board reaches high temperatures during operation.
Optional: Insert the Matrox video board into the PCIe2 slot number 9 from the left.
Tidy up all cables and close the computer’s casing.
Connect the computer’s monitor to the graphics card in slot 3 from the left.
Start the machine and in the BIOS (Advanced: Thermal – Full Fan speed) set all fans to run at full
speed.
Boot and log on to the machine.
Install NVIDIA and Video board drivers.
Open the NVIDIA Control Panel, and click on System Information in the bottom left corner and
check that both graphics cards are installed and run at PCIe x16 speed.
If you installed a Matrox board, open Matrox X.info from the system tray and check that the video
board runs at PCIe x8 speed.
......................................................................................................................................................................
Note: Matrox DSX.LE cannot be mounted in the DL370 G6
......................................................................................................................................................................
Once the machine is powered up you may verify that the Matrox X.mio board has been correctly
installed by looking for the blue OB-light on the (top) backside of the slot panel. A lit light
indicates that the board is correctly supplied with power.
To Setup an HP DL370 G6 with a capture card
PCI and PCIe slots, HP DL370 G6
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
318
1.
2.
3.
4.
5.
Disconnect the power and all other peripherals.
Insert the graphics card in PCIe2 slot number 8 from the left.
Insert the capture card in PCIe2 slot number 6 from the left.
Insert the SDI output board in the PCIe2 slot number 4 from the left.
Tidy up all cables and close the computer’s casing.
To Configure the BIOS
1. Start the machine and open the machine’s BIOS system
2. Go to System Options > Processor Options
3. Deactivate Hyperthreading
The Matrox X.mio2 board will not function if this setting is enabled
4. Deactivate Intel Virtualization Technology
5. Deactivate Intel VT-d2
......................................................................................................................................................................
Note: Steps 2 and 3 are only needed for VMWare setups
......................................................................................................................................................................
6. Go to Power Management Options > Advanced Power Management Options > PCI Express
Generation 2.0 Support
7. Activate Force PCI-E Generation 2
8. Save and exit the BIOS
17.8.6 HP xw8200
This section describes how to setup a HP xw8400 machine with the different cards provided by Vizrt.
To Setup an HP xw8200
PCI, PCIe and PCI-X slots, HP xw8200
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
319
1.
2.
3.
4.
5.
Disconnect the power and all other peripherals.
Insert the graphics card in the PCIe slot number 2 from the top.
Insert the Matrox video board into the PCI-X slot number 4 from the top.
Insert a powerful radial-aerator into the PCI-X slot number 6 from the top.
Optional: Insert the Matrox video board into the PCI slot number 7 from the top.
......................................................................................................................................................................
Note: A radial-aerator is mandatory as the video board reaches high temperatures during
operation.
......................................................................................................................................................................
Once the machine is powered up you may verify that the Matrox X.mio board has been correctly
installed by looking for the blue OB-light on the (top) backside of the slot panel. A lit light
indicates that the board is correctly supplied with power.
17.8.7 HP xw8400
This section describes how to setup a HP xw8400 machine with the different cards provided by Vizrt.
To Setup an HP xw8400
SATA plug, HP xw8400
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1. Disconnect the power and all other peripherals.
2. Before mounting the video board, the SATA connector originally connected to the SATA port 0
needs to be reconnected to SATA port 1 to make room for the video board.
......................................................................................................................................................................
Note: For an HP xw8400, the X.mio24/6000 video boarInsert the Matrox video board into the
PCI-X slot number 6d requires a 64-bit PCI-X slot operating at a minimum of 100 MHz.
......................................................................................................................................................................
3.
320
3.
4.
5.
6.
Insert the graphics card in the PCIe slot number 2 from the top.
from the top.
Insert a powerful radial-aerator into the PCI-X slot number 7 from the top.
Optional: Insert the Matrox video board into the PCI-X slot number 5 from the top.
......................................................................................................................................................................
Note: A radial-aerator is mandatory as the video board reaches high temperatures during
operation.
......................................................................................................................................................................
Once the machine is powered up you may verify that the Matrox X.mio board has been correctly
installed by looking for the blue OB-light on the (top) backside of the slot panel. A lit light
indicates that the board is correctly supplied with power.
17.8.8 HP xw8600
This section describes how to setup a HP xw8600 machine with the different cards provided by Vizrt.
To Setup an HP xw8600 with a DVS Centaurus board
PCI-X, PCI and AGP slots, HP xw8600
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
Disconnect the power and all other peripherals.
Install the graphics card in slot number 2 from the top.
Install the video board in slot number 4 from the top.
Install the separate SDI/RS-422 panel in slot number 1 from the top.
Make sure that the cable connections are properly mounted and that it stays clear of any
supplemental aerators or the aerator of the graphics device.
321
To Setup an HP xw8600 with a X.mio2/X.mio2plus Matrox board
PCI, PCIe and PCI-X slots, HP xw8600
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
5.
6.
Disconnect the power and all other peripherals.
Insert the graphics card in the PCIe slot number 2 from the top.
Insert the Matrox video board in the PCIe slot number 4 from the top.
Insert a powerful radial-aerator in the PCIe slot number 5 from the top.
Optional: Insert the Matrox video board in the PCI-X slot number 6 from the top.
Optional: Insert the extra slot panel for the X.mio2/44 board in any of the vacant slots, and
connect it to the X.mio2 board.
......................................................................................................................................................................
Note: A radial-aerator is mandatory as the video board reaches high temperatures during
operation.
......................................................................................................................................................................
322
To Setup an HP xw8600 with a X.mio (first gen) Matrox board
PCI, PCIe and PCI-X slots, HP xw8600
......................................................................................................................................................................
IMPORTANT! Before touching any components make sure you use an anti-static wrist strap to
prevent electrostatic discharge.
......................................................................................................................................................................
1.
2.
3.
4.
5.
Disconnect the power and all other peripherals.
Insert the graphics card in the PCIe slot number 2 from the top.
Insert the Matrox video board into the PCIe slot number 7 from the top.
Insert a powerful radial-aerator into the PCIe slot number 6 from the top.
Optional: Insert the Matrox video board into the PCI-X slot number 5 from the top.
......................................................................................................................................................................
Note: A radial-aerator is mandatory as the video board reaches high temperatures during
operation.
......................................................................................................................................................................
Once the machine is powered up you may verify that the Matrox X.mio board has been correctly
installed by looking for the blue OB-light on the (top) backside of the slot panel. A lit light
indicates that the board is correctly supplied with power.
17.9 Handling and installing cards
Static electricity from your body can damage your cards or your computer. Although you may not notice
it, static electricity is generated every time you move. It’s often too small to cause a spark, but it can still
cause damage to sensitive electronic components or at least reduce their lifespan.
To avoid damage, please observe the following precautions:
Do not remove cards from their anti-static bags until you’re ready to install them. Before removing
the cards, place the packages within easy reach of the area where you intend to perform the
installation.
323
You should avoid touching the chips and other components on the circuit boards. Try to handle the
cards by their edges.
Try to work in an area where the relative humidity is at least 50%.
Do not wear wool or synthetic clothing. These fabrics tend to generate more static electricity than
cotton, which is best for this kind of work.
Turn off the power switches on your computer and its connected components.
Once you’ve opened your computer, drain static electricity from your body by touching a bare metal
surface on your computer chassis before you install or remove any parts of your system. If you have
a grounding wrist strap, use it while handling and installing any components in your computer.
324
18 Legacy Cards
This section contains an overview of legacy and discontinued hardware. Vizrt does not support the
hardware described in this chapter. Refer to this section only if you are configuring an older version of Viz
Engine, or for maintenance purposes.
......................................................................................................................................................................
Caution: Vizrt does not perform any system tests using the hardware in this chapter. Using newer
versions than listed of Viz Engine, Viz Artist, operating system or drivers, may cause unexpected
behavior or system failure.
......................................................................................................................................................................
This section contains information on the following topics:
NVIDIA Legacy Cards
BlueFish444 SD Lite Pro Express
BlueFish444 Iridium|SD
BlueFish444 Epoch 2K Horizon
Digital Voodoo D1 Desktop
Digital Voodoo DeepBlue LT
Digital Voodoo Red Devil V3
DVS Centaurus II
Pinnacle Targa 3200
LPT Controller for a Viz License Dongle
18.1 NVIDIA Legacy Cards
This section details all legacy NVIDIA cards:
NVIDIA Quadro 6000
NVIDIA Quadro 5000
NVIDIA Quadro 4000
NVIDIA Quadro 2000
NVIDIA Quadro FX 1400
NVIDIA Quadro FX 1500
NVIDIA Quadro FX 1700
NVIDIA Quadro FX 1800
NVIDIA Quadro FX 3400
NVIDIA Quadro FX 3450
NVIDIA Quadro FX 3500
NVIDIA Quadro FX 3700
NVIDIA Quadro FX 3800
NVIDIA Quadro FX 4400
NVIDIA Quadro FX 4500
NVIDIA Quadro FX 4600
NVIDIA Quadro FX 4800
NVIDIA Quadro FX 5500
NVIDIA Quadro FX 5600
325
NVIDIA Quadro FX 5800
NVIDIA Quadro K600
18.1.1 NVIDIA Quadro 6000
Windows XP / Windows 7 (64bit)
Viz Artist/Engine Version
Driver
3.5.4
311.50
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
The card supports:
SDI output with Matrox X.mio2
SDI capture with NVIDIA Quadro SDI Output card
G-SYNC II
18.1.2 NVIDIA Quadro 5000
Windows XP / Windows 7 (64bit)
Viz Artist/Engine Version
Driver
3.5.4
311.50
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
The card supports:
SDI output with Matrox X.mio2
SDI capture with NVIDIA Quadro SDI Output card
G-SYNC II
18.1.3 NVIDIA Quadro 4000
Windows XP / Windows 7 (64bit)
Viz Artist/Engine Version
Driver
3.5.4
311.50
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
326
18.1.4 NVIDIA Quadro 2000
Windows XP / Windows 7 (64bit)
Viz Artist/Engine Version
Driver
3.5.4
311.50
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
18.1.5 NVIDIA Quadro FX 1400
Windows XP
Viz Artist/Engine Version
Driver
3.5.2
296.70
3.1.0 - 3.5.1
275.36
3.0
81.67
18.1.6 NVIDIA Quadro FX 1500
Windows XP
Viz Artist/Engine Version
Driver
3.5.2
296.70
3.1.0 - 3.5.1
275.36
3.0
162.62
18.1.7 NVIDIA Quadro FX 1700
Windows XP
Viz Artist/Engine Version
Driver
3.5.4
311.50
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
3.0
162.62
327
18.1.8 NVIDIA Quadro FX 1800
Windows XP
Viz Artist/Engine Version
Driver
3.5.4
311.50
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
18.1.9 NVIDIA Quadro FX 3400
Windows XP
Viz Artist/Engine Version
Driver
3.5.2
296.70
3.1.0 - 3.5.1
275.36
3.0
81.67
18.1.10 NVIDIA Quadro FX 3450
Windows XP
Viz Artist/Engine Version
Driver
3.5.2
296.70
3.1.0 - 3.5.1
275.36
18.1.11 NVIDIA Quadro FX 3500
Windows XP
Viz Artist/Engine Version
Driver
3.5.2
296.70
3.1.0 - 3.5.1
275.36
3.0
81.67
18.1.12 NVIDIA Quadro FX 3700
Windows XP
Viz Artist/Engine Version
Driver
3.5.4
311.50
328
Viz Artist/Engine Version
Driver
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
3.0
162.62
18.1.13 NVIDIA Quadro FX 3800
Windows XP
Viz Artist/Engine Version
Driver
3.5.4
311.50
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
18.1.14 NVIDIA Quadro FX 4400
Windows XP
Viz Artist/Engine Version
Driver
3.5.2
296.70
3.1.0 - 3.5.1
275.36
18.1.15 NVIDIA Quadro FX 4500
Windows XP
Viz Artist/Engine Version
Driver
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
3.0
83.62
The card supports:
SDI output with Matrox X.mio2
G-SYNC II
18.1.16 NVIDIA Quadro FX 4600
Windows XP
Viz Artist/Engine Version
Driver
3.5.4
311.50
329
Viz Artist/Engine Version
Driver
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
3.0
162.62
The card supports:
SDI output with Matrox X.mio2
18.1.17 NVIDIA Quadro FX 4800
Windows XP
Viz Artist/Engine Version
Driver
3.5.4
311.50
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
The card supports:
SDI output with Matrox X.mio2
G-SYNC II
18.1.18 NVIDIA Quadro FX 5500
Windows XP
Viz Artist/Engine Version
Driver
3.5.2
296.70
3.1.0 - 3.5.1
275.36 (or 91.36 when used with Video Wall (SDI only))
3.0
162.62
The card supports:
SDI output with Matrox X.mio2
G-SYNC II
If you experience driver problems, set use_old_nvsdk to 1 in the Viz Config file.
18.1.19 NVIDIA Quadro FX 5600
Windows XP
Viz Artist/Engine Version
Driver
3.5.4
311.50
330
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
3.0
162.62
The card supports:
SDI output with Matrox X.mio2
18.1.20 NVIDIA Quadro FX 5800
Windows XP
Viz Artist/Engine Version
Driver
3.5.4
311.50
3.5.2 - 3.5.3
296.70
3.1.0 - 3.5.1
275.36
The card supports:
SDI output with Matrox X.mio2
G-SYNC II
18.1.21 NVIDIA Quadro K600
Windows 7 (64bit) / Windows Server 2008 R2/SP1 (64bit)
Viz Artist/Engine Version
Driver
3.6.4
341.21
18.2 BlueFish444 SD Lite Pro Express
Viz supports the SD Lite Pro Express card, and the more recent BlueFish444 cards.
331
BlueFish444 SD Lite Pro Express provides Fill, Key and GenLock connectors, and is the successor of the
BlueFish444 Iridium|SD and the Digital Voodoo DeepBlue LT, that are no longer officially supported.
The card was mostly used with Viz Trio NV which basically was a system with the ability to run a Viz
Trio client with local preview and video output on a single machine; hence, there was no video input or
video playback support as with the Matrox X.mio Series. The local preview was able to render a different
scene than the one being output on video. The card was typically seen on HP xw4600 workstations.
This section contains information on the following topics:
Connectors
Driver Installation
18.2.1 Connectors
The BNC connectors from left to right are:
SDI Out A (Fill): SDI 4:2:2/4:4:4/Video
SDI Out B (Key): SDI 4:2:2/4:4:4/Video
Ref In: Analog GenLock input
18.2.2 Driver Installation
Use the driver version available on Vizrt’s FTP server to make sure of correct functionality and ring buffer
support.
Viz Artist/Engine Version
Driver
3.6.3
Bluefish444 v5.10.2.18
3.6.1
Bluefish444 v5.10.2.4
3.5.1
Bluefish444 v5.10.1.11
3.5
Bluefish444 v5.9.0.78
3.2.7
Bluefish444 v5.9.0.25
3.2.2
Bluefish444 v5.7.6
......................................................................................................................................................................
Note: Viz Engine 3.2.7 and 3.3.0 require the Bluefish444 v5.9.0.25 driver for all Digital Voodoo /
Bluefish cards.
......................................................................................................................................................................
332
18.3 BlueFish444 Iridium|SD
BlueFish444 Iridium|SD is the native successor of the Digital Voodoo DeepBlue LT and the predecessor
of BlueFish444 SD Lite Pro Express, providing Fill, Key, GenLock and Composite Fill connectors. The
Iridium|SD is fully compatible with older DeepBlue-LT installations.
The card was mostly used with Viz Trio NV which basically was a system with the ability to run a Viz
Trio client with local preview and video output on a single machine; hence, there was no video input or
video playback support as with the Matrox X.mio Series. The local preview was able to render a different
scene than the one being output on video. The card was typically seen on HP xw4600.
......................................................................................................................................................................
IMPORTANT! Supports for the Iridium|SD card ended with Viz Engine 3.5. For supported versions,
see the most recent BlueFish444 cards.
......................................................................................................................................................................
This section contains information on the following topics:
Connectors
Driver Installation
18.3.1 Connectors
The BNC connectors from left to right are:
SDI Out A (Fill) - SDI 4:2:2/4:4:4/Video
333
SDI Out B (Key) - SDI 4:2:2/4:4:4/Video
Ref In - Analog GenLock input
Composite Out - Composite fill output
18.3.2 Driver Installation
The driver installation works the same way as for DeepBlue-LT cards. Use driver versions available on
Vizrt’s FTP server to make sure of correct functionality and ring buffer support.
Iridium|SD is fully compatible with existing DeepBlue-LT installations and can be used with any recent
Viz version supporting the older DeepBlue-LT device.
......................................................................................................................................................................
Caution: Only Bluefish444 v3.1 is guaranteed to support an adequate ringbuffer size. Any other
driver will cut down or completely disable ringbuffer support.
......................................................................................................................................................................
Viz Artist/Engine Version
Driver
3.6.3
Bluefish444 v5.10.2.18
3.6.1
Bluefish444 v5.10.2.4
3.5.1
Bluefish444 v5.10.1.11
3.5
Bluefish444 v5.9.0.78
3.2.7
Bluefish444 v5.9.0.25
3.2.2
Bluefish444 v5.7.6
3.1.0-3532
Bluefish444 v3.1
......................................................................................................................................................................
Note: Viz Engine 3.2.7 and 3.3.0 require the Bluefish444 v5.9.0.25 driver for all Digital Voodoo /
Bluefish cards.
......................................................................................................................................................................
18.4 BlueFish444 Epoch 2K Horizon
334
The BlueFish444 Epoch 2K Horizon board is intended for character generators such as Viz Trio, but can
also be used as an alternative where only two inputs and outputs are required. The boards are typically
installed on HP Z800 machines.
18.4.1 Configuration History
Use the driver version available on Vizrt’s FTP server to make sure of correct functionality and ring buffer
support.
3.6.3, driver version Bluefish444 v5.10.2.18
3.6.1 - 3.6.2, driver version Bluefish444 v5.10.2.4
3.5.1 - 3.5.4, driver version Bluefish444 v5.10.1.11
3.5.0, driver version Bluefish444 v5.9.0.78
18.5 Digital Voodoo D1 Desktop
Digital Voodoo D1 Desktop was an older standard definition card that was rarely used, except sometimes
with older machines such as IBM Z-Pro 6221, IBM 6223 or HP xw8200.
......................................................................................................................................................................
IMPORTANT! Support for the D1 Desktop card ended with Viz Engine 3.5. For supported versions,
see the most recent BlueFish444 cards.
......................................................................................................................................................................
18.5.1 Configuration History
Viz Artist/Engine Version
Driver
Up to Viz 3.5
VizrtVideo 2.3 (Revision - V1 and V2)
335
Caution: Older card revisions (V1) are incompatible with recent systems like HP xw8200, xw8400,
......................................................................................................................................................................
and IBM Z-Pro 6223. Symptoms are BSOD, machine freeze at Viz startup or corrupted live-video in
Viz.
See Also
BlueFish444 SD Lite Pro Express
BlueFish444 Iridium|SD
18.6 Digital Voodoo DeepBlue LT
Digital Voodoo DeepBlue LT was used for standard definition Viz Trio No Video systems, typically on
HP xw4200, xw4300 or xw4400 workstations.
......................................................................................................................................................................
IMPORTANT! Support for the DeepBlue LT card ended with Viz Engine 3.5. For supported
versions, see the most recent BlueFish444 cards.
......................................................................................................................................................................
......................................................................................................................................................................
Caution: Only BlueFish444 v3.1 is guaranteed to support an adequate Ringbuffer-size. Any other
driver will cut down or completely disable ring buffer support.
......................................................................................................................................................................
18.6.1 Configuration History
Viz Artist/Engine Version
Driver
3.6.3
Bluefish444 v5.10.2.18
3.6.1
Bluefish444 v5.10.2.4
3.5.1
Bluefish444 v5.10.1.11
3.5
Bluefish444 v5.9.0.78
3.2.7
Bluefish444 v5.9.0.25
3.2.2
Bluefish444 v5.7.6
3.1.0-3525
BlueFish444 v3.1
......................................................................................................................................................................
Note: Viz Engine 3.2.7 and 3.3.0 require the Bluefish444 v5.9.0.25 driver for all Digital Voodoo /
Bluefish cards.
......................................................................................................................................................................
See Also
BlueFish444 SD Lite Pro Express
BlueFish444 Iridium|SD
18.7 Digital Voodoo Red Devil V3
Digital Voodoo Red Devil V3 alias IO/2020 was used for SD virtual sets and Viz Arena, typically on IBM
Z-Pro 6221, IBM ZPro 6223, or HP xw8200 machines.
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IMPORTANT! Support for the Red Devil card ended with Viz Engine 3.5. For supported versions,
......................................................................................................................................................................
see the most recent BlueFish444 cards.
18.7.1 Configuration History
Viz Artist/Engine Version
Driver
Up to Viz 3.5
VizrtVideo 2.3 (Revision - V3)
See Also
Digital Video Systems
DVS Centaurus II
18.8 DVS Centaurus II
This section contains a description of the Digital Video Systems (DVS) Centaurus II video card.
The DVS was mainly sold with Viz Virtual Set and Viz Arena, and was Vizrt’s successor of the Digital
Voodoo Red Devil V3 card. The DVS is able to output both HD and SD unlike the Red Devil which could
only output SD. The DVS was typically mounted in HP wx8400, HP xw8600 or HP Z800 machines.
This section contains information on the following topics:
Connectors
Supported Codecs
Driver Installation
Licensing
See Also
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Video, Audio, Server and Graphics Card Installation
DVS support
18.8.1 Connectors
This section describes the main video card, the SDI/RS-422 extension card and how To Connect the DVS
Centaurus II and SDI/RS-422 Extension Card.
This section contains information on the following topics:
Main Card Connectors
SDI and RS-422 Extension Card Connectors
To Connect the DVS Centaurus II and SDI/RS-422 Extension Card
Main Card Connectors
1. Ref. In: BNC connector for the reference input. May be Bi-/Tri-Level sync.
2. DIP Switch for PCI: PCI-X variant only: DIP switch to set up the PCI video card interface, that
is its clock frequency; This switch is not available on the PCIe version of the card used by Vizrt.
3. (HD) SDI OUT A: BNC connector for a video output at port A (serial digital interface); usually
used for an output of the first video channel in single-link (YUV) or the first stream of YUVA or
RGBA in dual-link mode.
4. (HD) SDI IN A: BNC connector for a video input at port A (serial digital interface); usually used
for an input of the first video channel in single-link (YUV) or the first stream of YUVA or RGBA
in dual-link mode.
5. Ref. Term: Termination switch for the reference input; switches off the termination of the
GenLock signal manually, for example if the Centaurus II card is not the last link in a GenLock
connection chain.
6.
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6. DVI OUT: DVI connector for an output of analogue and digital video signals.
7. LEDs: Two status LEDs (Red/Green) indicating the presence of correct video and sync signals
8.
9.
10.
11.
12.
13.
14.
15.
16.
(see also Description of the LEDs on the video card).
SD SDI IN1: MCX connector for an input of digital SD video signals (serial digital interface)
(HD) SDI IN B: MCX connector for a video input at port B (serial digital interface); usually used
for an input of the second video channel in single-link (YUV) or the second stream of YUVA or
RGBA in dual-link mode.
(HD) SDI OUT B: MCX connector for a video output at port B (serial digital interface); usually
used for an output of the second video channel in single-link (YUV) or the second stream of
YUVA or RGBA in dual-link mode.
SD SDI OUT1: MCX connector for an output of digital SD video signals (serial digital interface)CVBS OUT: MCX connector for a composite video burst signal, either analogue output of SD
video or used for synchronization purposes.
GPI: Flat cable connector for the general purpose interface.
RS-422: Flat cable connector for an in- and output of RS-422 signals
AUDIO 1-8/LTC: Flat cable connector for the digital audio channels 1 to 8 and LTC.
DIP Switch for Flash Controller: This switch controls the operation of the on-board Flash
controller; it defines the version set of the map file that will be loaded at startup. The image above
depicts the default setting of the DIP switch for the Flash controller; please observe the orientation
of the switch on the card.
17. Audio 9-16: Flat cable connector for the digital audio channels 9 to 16.
18. Breaking line: The printed circuit board provides at its bottom (PCIe variant only) and right side
extensions void of any electrical parts; these may serve to stabilize the installation of the card in a
computer system; when not needed or interfering, you can break them off the circuit board at the
breaking line(s); see also dotted lines in figure 1 on the previous page.
Description of the LEDs on the video card
LED
Function
Mode
Green
Signals the status of the On
sync input
339
Description
A correct sync signal is
detected, that is:- Sync
mode internal is setSync mode external is
set and a correct signal
is connected- Sync
mode analog is set and
an analog GenLock
LED
Function
Mode
Description
signal is connectedSync mode digital is set
and a correct signal is
connected
Off
Red
Signals the status of the Blinking slowly
video raster detection
feature
A wrong input signal is
detected, i.e.: - Sync
mode external is set
and no SDI input
signal. – Sync mode
analog is set and no
GenLock signal
connected. – Sync
mode digital is set and
no SDI input signal.
No input signal is
available
Blinking fast
A wrong input signal is
detected (for example
DVS Centaurus II is set
to NTSC video mode,
but a PAL signal is
connected to the active
input)
Off
A correct input signal is
detected
SDI and RS-422 Extension Card Connectors
The SDI and RS-422 panel is included in the standard configuration of DVS Centaurus II. It provides the
connectors for the second link of the dual-link connections. Additionally a CVBS output is installed on
this panel that provides a composite video signal showing the fill signal generated by Viz Engine.
The RS-422 connector available on the panel is a DB-15 (HD) connector.
......................................................................................................................................................................
Note: This connector does not provide any additional functionality in regards to Viz Engine and
should be ignored. The RS-422 port is not accessible to the operating system and can therefore not be
used to transceive any kind of data by third-party applications.
340
......................................................................................................................................................................
(HD) SDI In B: BNC connector for a video input at port B (serial digital interface); usually used for
an input of the second video channel in single-link (YUV) or the second stream of YUVA or RGBA
in dual-link mode.
(HD) SDI Out B: BNC connector for a video output at port B (serial digital interface); usually used
for an output of the second video channel in single-link (YUV) or the second stream of YUVA or
RGBA in dual-link mode.
CVBS Out: BNC connector for a composite video burst signal, either analogue output of SD video or
used for synchronization purposes. Provides the fill output of Viz engine as an analogue signal.
RS-422 In & Out: DB-15 (HD) connector (female), serial RS-422 interface for master/slave control,
a breakout cable to two DB-9 connectors is included in the delivery.
......................................................................................................................................................................
Note: This RS-422 connector is inactive and not accessible to the OS and can therefore not be
used to transceive data.
......................................................................................................................................................................
To Connect the DVS Centaurus II and SDI/RS-422 Extension Card
Connect the separate SDI/RS-422 panel with the DVS Centaurus II main card according to the
enumeration shown in the illustration above.
18.8.2 Supported Codecs
Currently, the DVS implementation only supports the Microsoft DirectShow Filtergraph framework to
render video clips. Therefore it is possible to play for example MPEG files or streams from a server. For
more information on how to use video clips in Viz, see the Viz Artist manual and in particular the Mo Viz
plug-in.
Basically, it can play everything that can be played out by the Windows Media Player, so it depends on
what codecs/DirectShow filters that are installed on the machine.
18.8.3 Driver Installation
The following driver versions are supported:
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Viz Artist/Engine Version
Driver
3.5.4
SDK 4.3.5.10
3.5.2 - 3.5.3
SDK 4.2.9.8
3.3.0 - 3.5.1
SDK 4.0.1.15
For information on how to install or update the driver, see the DVS SDK 2.7 User Guide.
18.8.4 Licensing
A few additional steps are required before Viz Engine is able to use the DVS Centaurus II card after a first
time installation. First it is necessary To Install a DVS Centaurus II License, and then To validate the DVS
Centaurus II license.
......................................................................................................................................................................
Note: Licensing should not be an issue if the DVS Centaurus II card came pre installed with the Viz
Engine machine.
......................................................................................................................................................................
......................................................................................................................................................................
Note: License information is stored in a memory region on the device itself and will not be lost if the
card is mounted on another computer.
......................................................................................................................................................................
The license key required during the installation process is shipped together with the device and comes as a
single sheet of machine-written paper looking something like the illustration below:
lic<xxxxx>.txt
-------------------------------------------------------------Date:
<xxxxx>
Licenser: <xxxxx>
Serialnumber: <xxxxx>
License does not expire
rawkey 1 = <xxxxx>
rawkey 2 = <xxxxx>
rawkey 3 = <xxxxx>
To check licenses 'svram license show'
For DDR type:
sv license key1 <yyyyy>
For OEM type:
svram license key1 <yyyyy>
-------------------------------------------------------------------# Product: Centaurus 2 PCIe
# License Key Options:
#
# Not-Expire
#
# Centaurus 2-Dual-Link
# Centaurus 2-Multi-Channel
-------------------------------------------------------------------Page 1
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To Install a DVS Centaurus II License
1. Locate and double-click the dvsconfig.exe file located in the driver folder downloaded from Vizrt’
s FTP.
2. Select the Card 0 tab.
When selecting the Card 0 tab for the first time the system will inform that a license needs to
be installed for the product.
3. Click OK to close the DVSConf Warning dialog box.
4. Click the Setup button and select Set License from the appearing drop-down menu.
5. Enter the license key in field Key 1 and click the Set Key 1 button.
......................................................................................................................................................................
Note: It has been reported that the key might be ignored and that validation fails although it
was correctly entered. Re-enter the license string and try again.
......................................................................................................................................................................
343
To validate the DVS Centaurus II license
1. Locate and double-click the dvsconfig.exe file located in the driver folder downloaded from Vizrt’
s FTP.
2. Select the Card 0 tab.
3. Click the Setup button and select Info License from the appearing drop-down menu.
4. Check the following entries (bottom of the dialog box):
License : Opsys Windows
License : Opsys Linux
License : OEM
License : Multidevice
License : Audio
License : Hires
License : SDTV
License : HDTV
License : 12Bit
License : Processing
License : Mixer
License : ZoomAndPan
License : ColorCorrector
License : HDTVKeyChannel
License : HDTVDualLink
344
License : SDTVKeyChannel
License : SDTVDualLink
5. Once all licenses are verified, click OK to close the program.
18.9 Pinnacle Targa 3200
Pinnacle Targa 3200 was Vizrt’s standard card for SD Viz systems until 2007, and was typically used with
IBM ZPro 6221, IBM Z-Pro 6223 and HP xw8200.
18.9.1 Configuration History
Driver
Revision
CODI v2.42
3213. Revision 3213 crashes the machine when used with CODI v2.
41rc13.
CODI v2.41rc13
3212, 3214. Installation of CODI Compatibility Patch for revision 3214 is
no more required.
CODI v2.42
3212, 3213, 3214. Installation of CODI Compatibility Patch is required.
CODI v2.2 RC4
3212, 3213
See Also
Matrox X.mio Series
18.10 LPT Controller for a Viz License Dongle
To provide recent render engines of type HP xw8600 with support for parallel dongles, an additional LPT
controller card needs to be installed in the machine. For this purpose the topmost 32-bit PCI slot should
be used.
18.10.1 To Install an LPT Controller Card
Adding the LPT controller card will enable Viz to read the license from a parallel port dongle.
1.
345
1. Power down the system and prepare it for hardware installation as documented in the
manufacturer’s manual(s).
2. Install the controller in the xw8600’s topmost standard PCI (32-bit) slot.
3. Turn on the machine.
4. After the operating system has started up, insert the LPT controller driver disk and install as
denoted in the manufacturer’s documentation.
5. After installation has finished, do not modify any device configurations, but instead simply use the
default settings automatically applied at installation time.
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