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Ventuz Introduction

  • Introduction
  • Getting Started
  • Ventuz Editions
  • Ventuz Products
  • Realtime Rendering
  • Frequently Asked Questions
  • Common Mistakes
  • Deploying a Ventuz Presentation
  • Scene Performance and Tweaks

Quick Guides

  • Quick Guide Index
  • Business Logic
  • 3D Art
  • 2D Art
  • Programming
  • System Engineer

General

  • Index
  • What's New
  • Ventuz System Requirements
  • Configuration Editor
  • Device Configuration
  • Machine Configuration
  • Render Setup Editor
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Live Runtime Control
  • Project and Show Management
  • Web Configuration Editor
  • Communication Protocol Overview
  • GPI Configuration for Runtime or Director
  • Introduction to the Ventuz Video Engine
  • Supported Formats
  • Supported Hardware
  • Color Management and HDR Workflow
  • Multisampling / Anti-Aliasing
  • Input Subsystem
  • Ventuz Proprietary Files
  • Migrating Configs & Content to Ventuz 8
  • Migrating Content to Ventuz 7
  • Migrating Content to Ventuz 6
  • Migrating Content to Ventuz 5
  • Summary Shortcuts
  • Terminology
  • Manual Index

Ventuz Designer

  • Designer Indices
Introduction
  • Designer Introduction Index
  • Designer Overview
  • Realtime Rendering
  • Project Browser
  • Designer Interface
  • Designer Options
  • Working with Nodes
  • Hierarchy and Content Editors
  • 2D Workflow
  • 3D Workflow
  • PBR Workflow
  • Animation Workflow
  • Best Practices
  • Reading Data in Ventuz
  • Display Images and Movies
  • Scene Performance and Tweaks
  • Deploying a Ventuz Presentation
  • Render to Disk
  • Multi Screen and Output Setup
  • Explanation of Compositions, Screens and Outputs
  • Workflow of using Multi Screens
  • Multi GPU
  • Previs
User Interface
  • Designer User Interface Index
  • Designer Interface
  • Renderer Window
  • Layer Editor
  • Property Editor
  • Property Groups
  • Hierarchy Editor
  • Content Editor
  • Find and Replace
  • Toolbox
  • Animation Editor
  • Shader Editor
  • Text Editor
  • Message View
  • Scene Tree
  • Stage Editor
  • Container Outline
  • Watches Editor
  • Scene Control Window
  • Performance Statistics
2D Workflow
  • 2D Workflow Index
  • 2D Workflow
  • Layer Editor
  • Common Layer Properties
  • IPP Effects
  • Color Correction FX
  • Distortion FX
  • Filter FX
  • Hierarchy and Content Editors
  • Display Images and Movies
3D Workflow
  • 3D Workflow Index
  • 3D Workflow
  • Hierarchy and Content Editors
  • Renderer Window
  • Camera Navigation
  • Manipulate Objects with Gizmos
  • In-Scene Editing
  • Layer Editor
  • Property Editor
  • Hierarchy Editor
  • Working with Nodes
  • Isolated Objects
  • Containers
  • Text Rendering
  • Character Sets
  • Geometry Import
  • Color Management and HDR Workflow
  • Display Images and Movies
  • Particle System
  • Creating Realistic Reflections
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Logic Workflow
  • Logic Workflow Index
  • Hierarchy and Content Editors
  • Content Editor
  • Hierarchy Editor
  • Working with Nodes
  • Property Editor
  • Containers
  • Project and Scene Data
  • Reading Data in Ventuz
  • Display Images and Movies
  • Input Subsystem
  • Multitouch
  • TUIO Protocol
  • Open Sound Control
  • Unreal Integration
  • Notch Integration
  • E2E Node Overview
Animation Workflow
  • Animation Workflow Index
  • Animation Workflow
  • Animation Editor
  • Content Editor
  • Hierarchy Editor
  • Property Editor
  • Animation and State Engine
  • Templates
  • Template Engine
  • Scene Transitions
  • Unreal Integration
  • Notch Integration
Project Structure
  • Project Structure Index
  • Annotations
  • Project Documentation
  • Projects and Scenes
  • Project Properties
  • Project Maintenance
  • Project and Scene Data
  • Scene Management
  • Scene Statistics
  • Scene Tree
  • Performance Statistics
How Tos
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Enable HDR Video Output
  • How To Work with the HDR Layer
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How To use Stream Out
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To use the Vertex Integration
  • How To Control and Customize Ventuz
  • How to use the Companion with Director
  • How to build Previs scenes with Designer
  • How to migrate from Ventuz 6 to Ventuz 7
Reference
  • Available Nodes
  • Animation Nodes
  • Material&Color Nodes
  • Data Nodes
  • E2E Nodes
  • Geometry Nodes
  • Interaction Nodes
  • IO Nodes
  • Layers
  • Light Nodes
  • Logic Nodes
  • Previs Nodes
  • Render Option Nodes
  • Slides Nodes
  • Sound Nodes
  • Text Nodes
  • Texture Nodes
  • VR Nodes
  • World Nodes
  • Summary Shortcuts
  • Layer Editor Shortcuts
  • Hierarchy Editor Shortcuts
  • Content Editor Shortcuts
  • Animation Editor Shortcuts
  • Director Shortcuts

Ventuz Director

  • Index
  • What's New in Director
  • Introduction
  • Environment
  • Show
  • User Interface
  • Assets
  • Taking Action
  • Property Editor
  • Shot Box
  • Project Data
  • Pages
  • Playlist
  • Transitions
  • Timeline
  • Content References
  • Topology
  • Channels
  • Macros
  • Designing Templates
  • Scene Transitions
  • Plug-Ins
  • Shortcuts
  • Command Line Options
  • Application Settings
  • Glossary
  • GPI Configuration

Ventuz Runtime & Configuration

  • Runtime Index
  • Configuration Editor
  • Machine Configuration
  • Device Configuration
  • Project and Show Management
  • Live Runtime Control
  • Web Configuration Editor
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Multi Screen and Output Setup
  • How to migrate from Ventuz 6 to Ventuz 7
  • Machine Clustering
  • Supported Hardware
  • Director Mode
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to Use Head Mounted Displays
  • How to Setup Spout with Ventuz
  • How to Use Newtek NDI
  • How to Use a Mixed Frame Rate Cluster
  • How to Use Tracking

Multi Output & Display Setups

Introduction
  • Introduction to Compositions, Screens and Outputs
  • Explanation of Compositions, Screens and Outputs
  • Machine Clustering
  • Support for multiple GPU's
Editors
  • Configuration Editor
  • Device Configuration
  • Render Setup Editor
  • Warping and Soft-Edging Editor
  • Designer Stage Editor
Workflows
  • How to Build Content for Multiple Screens
  • How To Play Out On Multiple Outputs
  • How To Render on a Machine Cluster
  • How to build Previs scenes with Designer

How To

Designer
  • Designer How to Index
  • How to Run Ventuz
  • How to Work with Designer
  • Ventuz Designer Drag&Drop Workflow
  • How to work with Shadows
  • How to Build Content for Multiple Screens
  • How to Use Emoijs
  • How to Build a Template
  • How To Build a Custom Scene Transition
  • How to Use the Color Difference Keyer
  • How To Work with the HDR Layer
  • How To Enable HDR video output
  • How Create Lens Flares and Bloom
  • How to Create Visuals Loader Node
  • How to Remote Control with a Phone
  • How to use Head Mounted Displays
  • How to work with 3D Reference Layers
  • How to create a Firework Particle System
  • How to use DDS with new Block Compression modes
  • How to use the Substance Integration
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
Runtime & Configuration
  • Runtime How Tos Index
  • How to Configure Audio
  • How to Use Live Options
  • How To Play Out On Multiple Screens
  • How To Render on a Machine Cluster
  • How to use Head Mounted Displays
  • How to setup Spout with Ventuz
  • How to use Newtek NDI
  • How to use a Mixed Frame Rate Cluster
  • How to use Tracking
  • How To Integrate Unreal
  • How To Integrate Notch
  • How To build and playback Ventuz Content in Vertex
  • Multi Screen and Output Setup
  • How To Enable HDR video output
Director
  • How To Control Multiple Graphics Independently From Each Other
  • How to use the Companion with Director

Ventuz Node Reference

Available Nodes Overview
  • All Designer Nodes
ANIMATION
  • Mover
  • Alternator
  • Simple Control
  • Timeline Control
  • Anmation Rig
  • Keyframe Animation
  • Animation Group
COLOR/MATERIAL
  • Alpha
  • Fog
  • Ground Fog
  • Sky Box
  • Color to RGBA
  • HSLA to Color
  • RGBA to Color
  • Color Transformer
  • HLSL Shader
  • Color
  • Material
  • Color Picker
  • Substance Material
DATA
  • Database
  • Excel
  • JSON
  • RSS Feed
  • Resource Linker
  • Text File
  • XML
E2E
  • E2E Axis
  • E2E Data
  • E2E Control
  • E2E Layer
  • E2E Provider
  • E2E Node Overview
GEOMETRY
  • Rectangle
  • Rounded Rectangle
  • Gradient Rectangle
  • Overlay Rectangle
  • Cube
  • Circle
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Chart
  • Random Points
  • Mesh Loader
  • Geometry Import (Live)
  • Volume
  • Get Bounding Box
  • Arrow
  • Particle System
  • Path Renderer
  • Geometry Renderer
INTERACTION
  • Interaction Rect
  • Touch Button
  • Touch Excluder
  • Touch Marker
  • Touch Paint
  • Touch Pattern
  • Touch Proxy
  • Touch Ripples
  • Touch Transformations
  • Web Browser
  • Touch Teleport
  • Touch Simulator
INPUT/OUTPUT (I/O)
  • GPI
  • Joystick
  • Keyboard
  • MIDI
  • Mouse
  • Network
  • Open Sound Control
  • Serial
  • Timecode
  • DMX
  • HTTP
  • RamDiskWriter
LAYER
  • 3D Layers
  • 3D Layer Reference
  • Composition Layer
  • 2D Layers
  • PSD Import Layer
  • E2E Layer
  • Mixer Layer
  • Others
LIGHT
  • Light Sources
LOGIC
  • Array Processing
  • Convert To Text
  • Cluster Synchronization
  • Counter
  • Data Portals
  • Date Time
  • Directory
  • Dispatcher
  • Enumeration
  • Expressions
  • Invert
  • Log
  • Loop Breaker
  • Math Effects
  • Matrix Operations
  • Scene Event
  • Script
  • String Operations
  • System ID
  • Render Setup Relation
  • Text Splitter
  • Timer
  • Toggle
  • Transition Info
  • URL
  • Value Switch
  • Value Buffer
  • Variables
  • Visual Indexer
PREVISUALIZATION
  • Introduction to Previs
  • Previs Screen
  • Previs Canvas
  • Compositon List
  • Rendersetup Objects
  • Composition Projector
  • Previs Screen Render Options
RENDER OPTIONS
  • Alpha Blending
  • Color Write
  • Alpha Testing
  • Clip Plane
  • Filter
  • Mask
  • Mirror
  • Effect
  • Render Cube Map
  • Draw Modes
  • Stencil
  • ZTesting
SOUND
  • Audio Clip
  • Sound
  • Volume Control
  • Audio Analysis
SLIDES
  • Slide Manager
  • Slide
  • Slide Port
  • Pivot
TEXT
  • Text Effects
  • Text Layouts
  • Text Rendering
TEXTURE
  • Background
  • Hatch
  • Image
  • Texture
  • SVG Loader
  • Gradient Texture
  • Live Video
  • Movie Stream
  • Movie Frame
  • Movie Clip
  • Texture Loader
  • Snapshot
  • Snapshot Framebuffer
  • Texture Saver
  • Video Source Selector
  • VIO Input
  • Spout Receiver
  • NDI Receiver
  • Substance Loader
  • QR Code
VR/AR
  • Tracked Devices
  • Draw Tracked Devices
WORLD
  • Axis
  • Billboard
  • GetWorld
  • SetWorld
  • Arrange
  • Ticker
  • Layout
  • Group
  • World Z Sort
  • YesNo
  • Switch
  • Spread
  • Filter Pass
  • Set Pass
  • Hierarchy Container
  • Scene Port
  • Content Container
  • Template Port
  • Container Info
  • Camera
  • Paths
  • Cloner

Advanced and Development

  • Advanced and Development Index
  • Command Line Options
  • Ventuz IP Ports
  • Ventuz Machine Service
  • TUIO
  • .NET Scripting
  • HLSL Shader Programming
  • Ventuz API and SDK
  • Ventuz Extension API
  • Ventuz VIO API
  • Ventuz File Format (VFF)
  • Ventuz Stream Out API
  • Lens Calibration File for FreeD
  • E2E Node Overview
  • Unreal Integration
  • Notch Integration
Remoting
  • Remoting Index
  • Remoting Overview
  • How To Control and Customize Ventuz
  • Remoting 4
  • Remoting 4 via Websockets
  • Remoting 4 via HTTP
  • Director Remoting
  • Deprecated Remoting

Misc

  • Presets
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How To Play Out On Multiple Screens

Table of Contents

  1. Introduction
  2. Ventuz Configuration
    1. Using In Ventuz Designer
    2. Multiple Screens on One Output
  3. Conclusion

This How To will show you how to quickly set up the configuration for rendering on multiple screens on a single machine with the Ventuz Runtime.

Multi-Display Synchronization Notice

Following recent Microsoft Windows Updates to Full Screen Optimization, synchronization between frames across multiple GPU outputs may not be as predictable as before.

Enabling Mosaic Mode can solve this issue. In most cases, the timing discrepancies are minimal and unlikely to be noticeable to users. However, in scenarios where multiple displays are arranged with adjacent pixels, such as two touching LED walls using two outputs, such discrepancies may become more apparent. To ensure optimal synchronization in these situations, we recommend enabling Mosaic Mode. This only occurs when using multiple outputs on one GPU. If only one output is being used, this issue does not occur even if using multiple GPUs in one machine.

Introduction

You will learn how to configure the Render Setup and what configurations need to be done in your GPU settings.

We will cover the following topics:

  • Hardware setup
  • Ventuz configuration

Ventuz Configuration

Open the Configuration Editor. Open the Configuration section from the left menu and select Device along the top navigation bar.
 Click + New and create a new configuration by typing in a new name. In this case, "MultiScreenSetup" is used. Once + Create is clicked, the Device Configuration window will open.
Find the correct Graphics Card used by this machine,  drag to the Video Outputs section of the Window.
Select the desired display from the drop down menu.
Repeat this step for each desired display.

 Click Save in the top bar and close this window by  click on the Close button.

A pop-up will appear asking if you want to activate the new configuration, select Yes, Activate.

Navigate to the Project Management section of the Configuration Editor and select the appropriate project for this setup. Create a new Render Setup by  click on the + New... button. Enter a name as desired, MultiDisplayRenderSetup is used in this case.
 Click on Add Screens. Add the appropriate number of screens for this setup. In this example, two screens will be used named Screen 1 and Screen 2
 Drag the screens to represent the physical setup of your screens. In this example, it is assumed that two flat panel bezel-less displays are used and they're beside each other.
The Composition, the grey box that is present in addition to the Screens, represents where the content will come from.

The whole Composition area will always be rendered by the GPU. Memory and performance are still allocated to this area even if no Screen is covering an area of the Composition.


These screens will need to be assigned to the appropriate output of this machine.
 Click on Mapping in the top navigation bar on the left.
For this example we only have one machine. If you need to learn how to setup a multi-machine cluster, take a look at this how to.
 Click on + Add Output(s) and add the appropriate number of Outputs. Keep the output type as Single Screen. In this example, one output will be added.
From the left panel,  drag the appropriate screen to its corresponding output. A screen can be replaced on each output by dropping a screen on an output.


Save and close the Render Setup window.
 Click on the Render Setup that was just created and click Activate

Now save the configuration and start your Presentation or Ventuz Designer. Once the project is loaded, the new Render Setup will be applied.
For a more detailed description of the render setup and its possibilities take a look here.

Using In Ventuz Designer

Launch Ventuz Designer and load the project for which the MultiScreen setup was configured.
By default, the bottom left panel will contain the Stage Editor window. This tab displays the setup of the outputs, no matter the configuration.

Using the different preview options in the Stage Editor, it is possible to preview each Screen, Output and Composition; which is helpful for building content.

Multiple Screens on One Output

It is possible to assign multiple screens to one output.
In the Mapping section of the Render Setup,  click on an output, click on the Edit pencil to edit an Output.
Select Grid in the drop down menu, and leave the Size as 2 x 2.
Any Screen can be applied to any section of this Grid.

It is also possible to size each output in a custom layout by selecting Manual instead of Grid in the Edit panel of the output.
This allows for pixel accurate mapping of Screens to display devices that may need to be scaled or receive a specific portion of an output. A good example of a display that may need this would be a custom size LED wall.

Conclusion

Now it is possible to work with multiple displays in any arrangement. The number of displays should not make a difference. For more in depth guides on these topics, see the links below. There are some How Tos on building content for a Multi Screen Setup available here. And join our ​Discord server to connect with the community and get help and feedback for your projects!

See also:
  • Stage Editor
  • In depth Layout Editor guide
  • Cluster Rendering
  • Configuration Editor
  • ​Discord

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