UE5 VW 2110 (IP UHD VideoWall Graphics)
Utilizing UNREAL ENGINE 5.4.4, a real-time 3D UHD video wall graphics rendering engine with two ST2110 inputs and four DP outputs.
Utilizing UNREAL ENGINE 5.4.4, a real-time 3D UHD video wall graphics rendering engine with two ST2110 inputs and four DP outputs.
Utilizing UNREAL ENGINE 5.4.4, a real-time 3D UHD video wall graphics rendering engine with two ST2110 inputs and four DP outputs. It features an open control protocol, allowing automatic loading of content and templates over the network, as well as on-demand triggering of playback control functions, enabling automated production in the broadcast studio. The output video achieves industry-leading 3A effects, particularly with the inclusion of Lumen dynamic global illumination and reflection systems, Nanite virtualized micropolygon geometry systems, and virtual shadow mapping. The blueprint system eliminates the need for planners to write code.
The studio's video wall graphics system should utilize advanced HD real-time 2D/3D rendering hardware to perform high-quality rendering of HD images/videos hybrid templates in real-time, and provide DP signals to the video wall processor.
Operating on a Win11 23H2 64-bit graphical operating system, the software features a user-friendly and convenient interface. With modular design, it can be flexibly expanded according to requirements. The system supports various forms of graphics, delivering novel visual effects to convey a greater amount of information. It supports special effects such as real-time pop-up windows and also facilitates the insertion of high-definition video clips. Additionally, it supports external data connections such as weather, stock market, SMS, and road conditions (ODBC, XML, RSS, etc.).
Support for the switching relationship between infinite layers of broadcast control and graphics elements means that the system enables unlimited layers of independent playback control. In other words, the number of elements (pictures, texts, videos, 3D objects) in various CG graphic scenarios is not limited by the system (only by rendering capabilities). These elements can be located in independent layers, allowing for independent control without interference. Additionally, the system supports the establishment of switching relationships between elements (pictures, texts, videos, 3D objects) in each layer. Playback control personnel only need to focus on the elements they need to play. Predefined switching relationships can automatically move elements located in other layers that may cause overlap conflicts or playback accidents, ensuring maximum playback safety. There are no restrictions on the number and types of elements that can be set with switching relationships. Independent layer playback control and switching only need to be implemented in scene design, freeing playback control personnel from concerns about the implementation method, thus achieving the most simplified and safe playback.
Real-time rendering of 3D objects, 3D texts, 3D images, and 3D curves is supported. Changes can be made in real-time during broadcasting via the studio control terminal. Smooth, stable, and aliasing-free scene rendering is ensured even during camera movement. When the camera focuses on virtual 3D objects or virtual video windows, the graphical clarity of virtual objects remains intact without electronic magnification artifacts. Various video file formats are supported for playback, such as AVI, MPEG4, MPGE2, MOV, H.264, FLASH video, WMV, etc. Real-time anti-aliasing is supported for the entire scene, with hardware acceleration capabilities, utilizing 32-bit true color and supporting pixel-level light sources.
The system employs a broadcast and control separation structure, with the broadcasting rendering workstation and broadcasting control workstation separated. They are connected via a network, ensuring that faults in the broadcasting workstation do not affect the output of the rendering workstation. It supports a main and backup broadcasting safety mechanism. Both the main and backup hosts include complete rendering and control units, supporting real-time cross-hot standby.
Triggering the video wall graphic system via network protocols automatically loads content and templates, generates instances, schedules broadcast triggers, and facilitates studio automation production.
System includes:
Windows 11 23H2 64-bit Graphics Operating System
Licensing Management System
UE5 Rendering Engine Management System
ST2110 IP Data Stream Engine
Workstation configuration:
1x 64-bit Processor, 12 Cores, 24 Threads, 2.8-3.9GHz
128GB DDR5 Memory
NVIDIA RTX 4070Ti 12G Graphics Card
512GB + 1TB m.2 SSD
800W Hot-swappable Dual Power Supply
Dual 1Gb Management Network Interface Cards
Dual 25Gb Data Network Interface Cards