The following pages describe the settings for the Input and Output devices. For more general information about the Video Engine, Stream Modes and Render Pipes, please see here.
The Device Configuration contains the settings for video input and output devices, touch, audio and tracking devices. Different configurations can be activated and edited in the overview window. The Device Configuration file extension is .vdev.
As of Ventuz 7 it is possible to change the Device and Machine Configurations while the runtime is running. Also changes are set immediately with saving an active configuration.
With Save the changes made are saved. While editing the currently active Device Configuration, changes are applied by hitting Save. With pressing the Revert icon the last change is undone. With Close the editor is closed and set back to the overview of available Device Configurations. The Device Configuration Editor consists of multiple window tabs for the different categories of devices and settings.
In the Video section all settings are made for video input and output devices. Settings marked with (Live Option) can be edited during running runtime in the linked Live Options.
The Global settings are set for all devices across the machine.
Setting | Description |
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Global Frame Rate | Set the global framerate for the machine. If set to Automatic the output device defines the global framerate. All outputs have to use the same framerate. It is not possible to render in mixed framerates. If set to specified framerate, Ventuz will try to set the output to this framerate. See: GPU out modes Differs the output framerate of the physical to the selected one, the global framerate still influences timing related process, like the Mover Node, since this timing is based on the calculation of the global framerate. But Ventuz will render in the framerate of the physical output. |
Frame Multiplier | Increases the steps of the Cluster Clock by the multiplier factor. This is necessary for a mixed framerate scenario in a Cluster. |
Max Resolution | The maximum resolution the Ventuz engine will scale up to while rendering. |
Antialiasing | Sets globally the Multisample Anti-Aliasing (MSAA). Best (default): Selects the highest available level of multisampling quality depending on the output device. Medium: Selects the mid range (Best/2) of available quality levels. Low: Selects low quality level. None: Disables Antialising |
Border Color | Default background color of a Screen when no Content is mapped on or the Content is blended with additive blending. |
Show Mouse Curser | Enables the visibility of the mouse curser in the outputs |
Effect Bleed | (Live Option) The Effect Bleed adds an extra margin around the rendered content. The value is the percentage of the output height, which will be added to all sides. It will not extend the visible/physical output, but will allow layer effects to create better results close to the output border or across machine borders in Cluster Setups. |
The DirectX limit for the maximum resolution is fixed to 16k by 16k pixel per machine
Setting up the Antialiasing in the Layer Root Node properties will overwrite the global Antialiasing setting!
Multisampling only affects the edges of geometries. It does not affect the quality of textures, texture based text or live video textures!
Select None multisampling for scenes consisting of texture and Text 2D based fonts only or if the displayed graphics is a 2D design. Multisampling would not improve the quality but it will lower the rendering performance. Except when using the plain layer and High Quality 2D Text Rendering is disabled. Non-high-quality relies on multisampling.
The Device settings are set for single devices. You can access these by clicking the cogwheel icon of a device or select a device by the dropdown menu on the right side in the Device section. The settings differ from device to device. For more specific information of SDI boards, see here. The following settings might be available:
Setting | Description |
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Genlock Source | Select the source for the Genlock. Most SDI-boards support SDI-inputs and a special reference signal inputs. To disable genlock choose internal. |
Genlock Format | Select the format of the genlock signal. Usually the genlock will lock on a signal much faster if it is not in Auto Detect mode. |
Genlock H Offset and Genlock V Offset | (Live Option) This allows to offset output streams from the genlock signal. When the Genlock Format is not known, some boards only allow vertical (pixel) offset and no negative offsets. If the format is known, Ventuz can automatically convert (possibly negative) H & V offsets into a positive vertical offset independent from the boards capabilities. |
Watchdog Timeout | (Live Option) Set the hardware watchdog of the device. The value is in milliseconds. 0 disables the hardware watchdog. Do not confuse this device feature with the software watchdog. |
Multi Channel | DVS boards can be switched between single and multi-channel modes. This usually happens automatically, but if there is some confusion, set it manually. |
Video Norm Input X | Deltacast capture boards require manual specification of the kind of signal to expect. |
Preserve EDID | This tells Deltacast capture boards to preserve a pre-programmed EDID (monitor id). This allows to use the Deltacast E-EDID tool to program an EDID into the board, and it will not be overwritten with a default EDID. |
Verify Frame Rate | This is for Video for Windows inputs (like Webcams). When auto-detecting a signal, this verifies the frame rate. This is recommended, but disabling this may sometimes help locking on to input signals that are otherwise refused. |
Auto-Detect 4k Modes | Some SDI boards receive 4k streams as quad-link HD or quad-link 3G streams. Unfortunately there is no standardized marker to distinguish a quad-link 4k streams from 4 normal streams. Normally, Ventuz will interpret a quad-link 4k stream as four independent streams. With this options Ventuz will assume that 4 identical streams will form a quad-link 4k stream if possible. Some streams can not form quad-link 4k, like interlaced or SD streams, these will still be handled as individual streams. |
Color Sampling | for BlackMagic HDMI capture, specify if the input is YUV 4:2:2 or RGB 4:4:4. This is not required when using Autodetect. |
Audio Capture Source | Specifies the audio input stream source |
Inputs can be dragged into the Inputs window or added by pressing on the Plus sign. There is only one input mode, but some output modes include input streams as well. With adding these streams as input or output the according stream is added as well. The stream settings are mirrored on both sides.
These inputs can be used in Ventuz with the Live Video Node with the according ordinal number of the stream.
Setting | Description |
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Video Format | The input format can be configured independently from the video format of the outputs. For best results, the frame rate should be the same as the output and all signals should be genlocked together. Most video boards support Autodetect mode. If the video mode of an autodetect input switch, the video engine will synchronize on the new signal. If the video board is not in autodetect mode, it will report signal lost until the stream switches back to the configured video format. |
Note: There are specific boards, e.g. Deltacast SDI boards, which do not support mixed framerates. See: SDI hardware information | |
A list of available formats can be found here, but not all boards support all formats. | |
Use on GPUs | With Ventuz 7 and Multi GPU support, it is possible to select the availability of input streams on a certain GPU with the Use On GPUs setting. Which might be necessary for performance reasons. Per default, all input streams are usable on all GPUs. |
Mipmaps | Input streams can automatically create mipmaps. Mipmaps are only useful if the incoming video is displayed either in 3D or smaller than 50% of its native resolution. |
For more video input settings, check the Advanced Video Options
Some devices may change their stream configuration, depending on the connected physical cabling. In such a case Ventuz will report a missed stream on start-up
Outputs can be dragged into the Outputs window or added by pressing on the Plus sign. Depending on the device, the output mode is a simple output rendering or a different Stream Modes. Depending on the device, select the port to use. For GPU outs the name of the connected display is shown or the port number for SDI devices.
The ID behind the stream name is especially important when setting up the Output Mapping in the Render Setup, since they match with the Output Number in the Mapping tab. With the Pencil Icon it is possible to edit the output to a different existing connector of the device. For example on a GPU out with multiple physical outputs, the used output is changeable without re-creating the whole stream with its settings.
Setting | Description |
Pipe | Select the Pipe which is used for this output. With the Pipe Mapping it is possible to create multiple independent pipes. With this setting you can bind an output to a pipe. With Default the editor maps automatically on the next pipe. With no configured pipes, all Outputs are mapped to the one default pipe. |
Resolution | The resolution Ventuz is rendering on this output. There are Output Modes in which this property is not changeable. |
Video Format | On SDI devices the output is configured as format. The list of available outputs depends on the hardware used. With a specified input stream, the configurable formats might change. For more information: here |
Interlaced | Activate interlaced video on a specific output stream. (e.g NDI and Render To Disk) |
Allow Scaling | With multiple outputs rendering the same content, (e.g. one Screen is mapped on a 2160p output and a 1080p GPU output) Allow Scaling will enable upscaling or downscaling the rendering, instead of rendering for each output independently and save performance. For more details see: here |
Render On GPU | Select the rendering GPU for this device out. With a SDI output device you can specify the rendering GPU. Default will render on the GPU the output is connected to. |
Ouput Mode | With the Output Mode the GPU display mode is set. In the Performance Statistics you can check, if the selected Output Mode is set and applied correctly |
Floating Window: Runtime opens a bordered window in the specified Resolution. The window is movable and resizable. The rendering will stay in the set resolution but might get scaled or filled up with the set Border Color in the background. | |
Full Screen (Desktop Rate): The output is displayed in full screen and the desktop resolution and refresh-rate. The resolution is not changeable and therefore greyed out. Windows Fullscreen Optimization is used, so there is no output mode change on runtime start and the performance is the same as Exclusive Fullscreen. If there is another application taking focus on the output screen, the rendering will stay in fullscreen on top. Be aware that Windows internal desktop features, (e.g. thumbnail of the Runtime in the taskbar or highlighting a single application), might result in frame adjustments. Exclusive Fullscreen mode is not affected by this, since it is not using fullscreen optimization. | |
Full Screen (exclusive): The output is set as a exclusive fullscreen. With starting the Runtime the output is re-initialized and will flicker. With more monitors connected this will take longer to be initialized. In this mode there is no Windows Fullscreen Optimization active. The Resolution might be changed manually, and therefore the rendering is scaled up or down or the aspect ratio changes. The output will always use the full screen. Note: The selected resolution must be supported by the output device. Most screens only support specific formats of resolution and refresh rate. If there is another application taking focus on the output screen, the rendering will be minimized. So be aware of background programs like malware detection. Ventuz is able to set the framerate for exclusive fullscreen mode. If the Global Framerate is specified, the output will be changed accordingly, if the device supports this framerate. In a case the Global Framerate is not applicable to the output, Ventuz will render in the output frequency. Note: Switching from Full Screen (Desktop Rate) to an exclusive fullscreen mode, might not work while the Runtime is running and restarting the runtime might be necessary. With the Performance Statistics you can check if the output mode is set correctly. We recommend using Full Screen (Desktop Rate), since this mode works better with multiple outputs running synchroniously | |
Full Screen (Swap Sync): The same output mode as Full Screen (exclusive), but it behaves differently in a Cluster scenario with hardware synced GPUss on all machines. In such a scenario the Swap Sync mode will only play out a frame on all machines together. If there is a render stall on a single GPU, all GPUs will wait and the frames stay in sync. If there is no sync-board configured, this mode will be set as Exclusive Fullscreen. | |
Render to Disk Name | File name of the output file, when rendering the output with Render to Disk |
Touch Groups | With these settings you can override the touch settings in the Touch section of the Device config for a specific output. Therefore it is possible to map the incoming touch of a GPU touch monitor to a different Touch Group than the other outputs. |
Alpha Output | There are different modes for rendering the alpha and color channels with external keying for NDI and SDI |
Straight: Non-Premultipled, as most common image formats that allow for alpha (png, bmp) | |
Premultiplied with lifted Alpha: For some effects, like glare and bloom, Ventuz uses additive blending internally. This can result in an higher color value than the alpha. For premultiplied output this will results in false colors in other applications. When a color value exceeds the alpha value, the alpha value gets lifted in this mode, to make sure, the color never exceeds the alpha value | |
Premultiplied with additive headroom: The multiplied color value is allowed to exceed the alpha value. Unfortunately, most other software can not deal with this and this will result in wrong color outputs / gammut errors. |
Note: The following HDR settings are only valid, if the engine is set to HDR mode.
Setting | Description |
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HDR Color Space | Set the color space of the HDR output device. Ventuz will automatically convert to this color space. The available color spaces are dependent of the device. Automatic detects which color space is the correct one. |
HDR Display Transform | The rendering is tone mapped to the output device's min / max luminance settings. None (clamp): clamps the rendering values if they exceed the output device's range. Log BT.2390 luma and Log BT.2390 RGB defines the tone-mapping curve. Where the luma transform only affects luma and preserves colors and RGB transform both. |
HDR Min / Max Luminance | Sets the minimum luminance and maximum luminance of the output device in nits. The rendering will be tone mapped to these luminance values. With auto they will be set automatically according to the devices values provided by Windows. |
RGB Format | The bit-depth of the Ventuz rendering. This is especially important when using the internal software keying mode and the original YUV signal must be reconstructed perfectly. |
RGB Format | Speed | Quality |
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Auto | - | The format is set automatically to fit the set output device color space in HDR mode. |
8 bit integer | high | minor quality loss for 8 bit YUV, big quality loss for 10 bit YUV. |
16 bit float | medium | Used when the engine is set to HDR mode for blending and all HDR layers. |
16 bit integer | medium | 10 bit YUV can be reconstructed perfectly, but out of gamut colors can not be reconstructed. |
32 bit float | slow | 10 bit YUV can be reconstructed perfectly, including out of gamut colors. |
Double Buffer | Enabling this for output streams will lead to higher performance at the cost of one frame delay. If all streams use double buffering, you will see a drastic performance gain as the GPU can start rendering the next frame while the current frame is still transferred to or from the SDI board. For output streams, this adds one frame of latency, so it is disabled by default. For input streams latency is not effected, so it is enabled by default. Note: The performance gain is only realized if all streams use double buffering. |
Use Memory Copy | Enabling this will lead to slower operation at higher compatibility. You should never need to use this. If this is disabled, Ventuz will align GPU buffer and SDI buffer at the same memory address. This involves some trickery which might fail if Microsoft changes something in Windows (like they always seem to do). If this is enabled CPU and GPU buffers are not aligned and data must be copied by the CPU causing a performance loss. |
Software Watchdog Enable | (Live Option) Enables the software watchdog for this stream. |
Enable Ancillary Input | Switches on ancillary processing for input streams. This allows to read time-codes and active format descriptor information from the live video node. See Video / Live Video node. |
Audio Input/Output Gain | (Live Option) Gain for audio associated to this stream. The same gain is applied to all channels. |
Clamp... | (Live Option) Video signals using YUV can be clamped to a certain range. Values are always specified in the 0 to 1023 range of 10 bit. if the stream uses an 8 bit YUV buffer, values are internally converted to 8 bit. If the stream uses an RGB buffer, this option is not available. |
Synchronized | If this flag is set Ventuz will render all outputs synchronized per frame. Outputs are set synchronized per default. If the input is set synchronized, Ventuz will wait for the input stream to render the output. If the input and output framerates mismatch, there will be render drops, since the output is waiting for the input to render. It is possible to create a constant render delay length between input and output. This is especially useful in a Tracking Scenario. The default settings are: On for output and ff for input |
No Genlock | Configure the board to ignore genlock signal for this output stream. |
Low Latency | In low latency mode, Ventuz reduces the number of frames that are buffered to a minimum. This is not recommended for complex scenes. |
Extra Buffers | Extra buffers can be added to increase tolerance against frame drops. For example: If Ventuz has no problem rendering fast enough, but for some reason one rendering takes 4 frames, with enough buffers, the output will continue smoothly, and after the "hiccup" Ventuz has time to slowly fill up the queue again. See also software watchdog. |
Board Format | Most boards can operate in different buffer formats, like 8 or 10 bit YUV. This option configures Ventuz to prefer quality or speed when choosing a buffer format. Speed should only be an issue when operating many streams on the same device. |
Flip Vertically | (Live Option) Some Webcams might have the image flipped vertically, use this option to correct. |
Disabled Content | (Live Option) Select what should happen when the software watchdog kicks in or an input stream has no signal. |
Disabled Content | Fill | Key |
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White | white | solid (100%) |
Black | black | solid (100%) |
Transparent | black | opaque (0%) |
Last Frame | last frame | last frame |
Color Bars 100% | color bars 100% | solid (100%) |
Color Bars 75% | color bars 75% | solid (100%) |
Ventuz, by default, renders at 8bit per RGBA channel but based on the connected Display and GPU you can also output in 10bit color depth in DirectX Mode. This is automatically distinguished based on the Desktop configuration and therefore there is no need to change the Ventuz configuration. Therefore to enable 10 bit output simply configure it inside your Graphics Driver Settings.
Nvidia Control Panel | AMD Software Pro |
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Changing the color depth to 10bit is not for free and can cause performance issues.
This section allows to configure Touch Inputs. It is possible to set input modes for clustering, decide which Touch Groups should be enabled or how the output scaling is handled.
With Ventuz 7 Windows Touch inputs are not defined by the set Touch Rectangle inside the Render setup anymore and it will be therefore always mapped onto the whole canvas. Please use the Touch Groups to define certain Windows Touch Areas.
The Windows Touch API was introduced by Microsoft with Windows Windows 7 to present a uniform way of devices interacting with the Windows operating system. It is usually only used for simple setups: one touch LCD display that is connected to a single machine. To support multi touch interaction with Windows applications that have no explicit multi touch support, a Windows Touch display generates both touch as well as artificial mouse information.
The TUIO network protocol is often used by dedicated Multi Touch or other input devices. It is the de-facto standard for transmitting touch information between devices/machines. Touch LCD displays, however, often only implement the Windows Touch protocol.
1: Input Settings | The Ventuz Input Subsystem is capable of distributing input information from one machine to a cluster of machines. For example, a mouse attached to the host computer can be relayed to a number of rendering client machines. For more information, see Input Handling inside Ventuz. Please note that a valid Cluster License must exist to enable the Cluster Networking for interactivity. |
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Input modes: | |
Single: | The machine will only react to input information from devices attached to itself. The information will neither be broadcast to the network nor will the machine react to any information that may be broadcast by a Master machine in the same network. |
Master: | The machine will broadcast the information received from hardware devices attached to it into the network. It will not react to the information directly but listen to the sent network packages in the same way as a Client machine. |
Client: | The Ventuz scene will not receive any input from hardware devices attached to the local machine. However, it will receive and react to input broadcast by the Master machine. |
Delay | When using multiple machines, each may have a slightly different latency when it comes to receiving information from the input Master. A machine caches received information until the machine's clock matches the timestamp in the input information package plus the processing delay. So if it takes up to 3 frames to send information from the host to one machine but only 1 frame to get it to another, a sufficiently high processing delay forces all machines to process the information at the same time. |
2: Touch Groups | Specifies the Touch Groups used for touch events generated by Windows Touch devices, deselecting everything will turn off Windows Touch. With setting up Touch Groups it is possible to map touch events to a specified Touch Group. In all Ventuz touch related Nodes the group can be selected and therefore this node is not reacting on touch events from other groups. |
LMB / RMB touch groups | With these properties the used touch groups for the right and left mouse button are set. The input mouse will generate artificial touch events to be able to interact with Touch Nodes. If set to None the mouse input is not interacting with Touch Nodes. |
3: Output Scaling | |
Scale with Window Size | Both the Inertia and Tick attraction threshold are based on the nodes mapping area, not pixel resolution. Therefore increasing the window size will increase the size of the mapping area coordinate system in screen space and a specific movement will result in a smaller velocity than before. By activating this option, Ventuz will compensate for such changes automatically. |
Scaling Factor | Use this value to scale the Inertia and Tick Attraction Threshold of all Translation/Rotation/Transformation Nodes. This is most useful when the target presentation system has a much larger display (in physical size, not resolution) than the system the scene was authored on but the node behaviors should feel the same. |
4: Touch Inputs | Add and configure TUIO touch inputs. |
IP Address | Multicast IP address used for TUIO messages. If left empty UDP Unicast is used and the TUIO sender must send the data to the local IP address of this Ventuz machine. |
Port | UDP/IP port for TUIO messages. The default port used for the TUIO protocol is 3333. |
TouchGroups | Specifies the TouchGroups used for touch events received via TUIO protocol. |
In the Tracking section the input device for Camera Tracking can be added and configured. Drag and Drop an tracking device to the lower section or click the + Input button to add a device. With the i-icon on every device you can see more device related information. With Ventuz 7 onwards it is possible to configure several tracking devices with each having an own Camera controlled in Ventuz. In the Pipe Mapping section the internal Device Ordinal for tracking is adjustable. Per default the first device in the list will have Ordinal 0 and the next one Ordinal 1.
For more information on configuring the Tracking System see How To Use Tracking for the general workflow and the section Configuring Tracking Devices for the device parameters.
The Audio section displays all pure audio devices available in the system along with their supported streams (input and/or output). It is possible to route the incoming and outgoing Audio freely. Ventuz is able to work as matrix mixer in complex scenario. All Audio is routed via Cross Points or also described similar as Cables.
To add an Input device or an Output device simply click +Add. Per default, the standart Windows audio devices are used. By adding a device this will be overwritten.
The input and output channels always work as a stereo pair. A typical SDI device has 16 channels, and therefore 8 pairs. A sound-card configured for stereo has one stereo pair, one configured for 5.1 surround has 3 stereo pairs. Stereo pairs are named A, B, C and so forth. Where A maps to the channels 1 and 2 (also referred as 1/2), B to 3/4, etc.
If portable devices such as USB headsets or USB speakers are used Ventuz will reports errors if the device is turned off or has been disconnected prior start-up of Ventuz. Some devices may change their stream configuration depending on the connected physical cabling. In such a case Ventuz will also report a missed stream on start-up.
To enable Ventuz to interact with the audio a virtual Ventuz device exists. It provides 8 Record and 8 Playback stereo pairs with the Ordinal A to H. If Ventuz needs to receive audio from a stream (e.g. for the Audio Analysis a cable from that stream has to be connected to a Record pair of Ventuz. If Ventuz outputs audio a Playback pair must be connected to the desired output stream or output streams. Any audio related node in Ventuz selects the Record or Playback pair to delegate the audio via the channel Ordinal. The wiring defines how the audio is routed.
By default the Use custom crosspoints check box is unchecked. In that case Ventuz automatically subsequently connects the first stereo pair of all configured audio and video stream to the Ventuz Record Pairs. And all available audio outputs on all audio and video streams to the Ventuz Playback Pairs. All automatic cables are grouped is a single cable-group called Default. If the Use custom crosspoints is checked that cables have to created manually.
The Web Browser always outputs on the default Windows Audio device. Sound played by the Web Browser is not passed through the Ventuz Video Engine and is unable to be routed to SDI or other supported devices.
Note that ASIO devices are always listed with 8 stereo pairs regardless of the actual physical number of pairs. When trying to access a non-existent pair Ventuz will log an error message. This is necessary since many ASIO drivers need exclusive access to read device information.
Any input stereo pair can be mixed to any output stereo pair. In practice usually only a few such cross points are needed. Each line in the configuration represents one cross points. Each cross points consists of an input device with stereo pair and an output device with stereo pair.
Cross Points (or cables) are combined named groups. Inside Ventuz, the volume and stereo panning for each group can be automated by using the Volume Control Node. If many stereo pairs have to be automated in parallel, grouping them and giving the group a descriptive name can avoid confusion.
Please make sure that only one Volume Control Node controls a group at a time. Concurrent controlling would cause unexpected behavior. The rules here are last-in-last-out; the last access to the group in the current frame will set the parameters. If concurrent access happened within one render cycle a silent warning message will be logged.
Each cross point has its own Delay value. Although the default value is 0 it doesn't mean that there's no delay on the audio. The Ventuz Video Engine takes care about the minimum audio delay required to be in-sync with the video output. The user can adjust the delay value in milliseconds, but as long the actual minimum delay is not exceeded no additional delay will apply. The minimum delay depends on the entire structure of configured streams and is currently not displayed to the user.
Let's assume we don't have a hardware keyer (internal or external) that supports audio mixing. In this case, we must use the software keyer. This example shows how to pass through a 5.1 audio signal (not Dolby) from SDI in to SDI out and add stereo sound effects from Ventuz.
The AV config for such an situation looks like this:
We have two groups: the first group (LoopThrough) loops the SDI audio input to the SDI audio output. The second one (SoundEffects) adds Ventuz audio in stereo to the SDI output. The volume of each group can be controlled with the Volume Control Node. For instance, one could duck the SDI loop-through before playing sound from Ventuz.
A common mistake is trying to loop SDI output through Ventuz. This will not work. Imagine working with normal audio equipment. Ventuz audio output is like a synthesizer. To add a synthesizer to the mix, one does not loop the signal through the synthesizer, the synthesizer is just connected to the mixer.
The SDI input is like a microphone input, and the Ventuz output is like the output of a synthesizer. This is confusing. Instead of thinking in terms of inputs and outputs, think in terms of audio sources (left side of the cross-points window) and audio destinations (right side), from the perspective of a matrix mixer. So the Ventuz output is an input (source) to the mixer.
In the Pipe Mapping section the amount of Render Pipes can be configured and the mapping of the input and output devices for each Pipe adjusted. For more information about Render Pipes, see: Introduction to the Video Engine
With Ventuz 7 the configuration of Render Pipes is not bound anymore to the output streams. Before, every configured output stream (e.g NDI or GPU span) created an own Render Pipe. With Ventuz 7 onwards, it is possible to create output streams with much more freedom and independent from the amount of Pipes. Rendering the same Pipe multiple times with different outputs is no problem. Depending on your Ventuz license, the amount of avaible pipes is not limited. Therefore it is necessary to configure the amount of Pipes independently. And later assign them to the output in the Video Output stream configuration.
Click +Add Pipe to add a Pipe. The property Pipe Usage determines the mode for the runtime in this pipe. It is set to Automatic per default. For most scenarios this is fine. When using with the Director, the Pipes of the runtime will be set according to the Director Topology automatically to the correct mode, if set to Automatic. In a case you manually want to overwrite this property, you can set it here. Also when using with the Remoting Api it is useful to set the Pipe mode manually.
The changes of adding or deleting Render Pipes are only effective with restarting the runtime. The mapping of the ordinals can be changed on the fly.
With the Device Mapping tabs for each Pipe it is possible to map the internal Device Ordinals to specific in- and outputs for each Pipe individually. The physical order of devices enumeration is set by the Device Config (e.g. Video Input streams) or by Windows. These orders need to be mapped to a logical order used by Ventuz nodes. A Ventuz node that accesses a stream or device uses a so called Device Ordinal - a zero-based index that is passed through the Mapping for being resolved to the physical index of available devices. By default a one-to-one mapping is configured, so a logical device ordinal 0 maps to the physical device index 0, 1 to 1, 2 to 2, ... . The mapping list is endless: every index is mapped to another one.
Each Device Mapping tab lists the available devices in selection boxes. They are listed in the default one-to-one order as described, where the first selection box or row refers to Ordinal 0 and the next to Ordinal 1 and so on. To change the mapping of a device to Ordinal 0, simply change the device in the first selection box. Multiple logical Ventuz Ordinals can be mapped to the same This configuration is independent for each created Pipe.
With the Plus Icon you can add another row of mapping to the next higher ordinal. Therefore it is possible to map to more Ordinals than input device available. With the Bin Icon a row can be deleted.
Logical Device Ordinals can be mapped to the following device and stream types:
Type Description Ventuz Nodes Video Input Video Input streams Live Video Audio In Ventuz Record stereo pairs Audio Analysis Audio Out Ventuz Playback stereo pairs Sound and Audio, Movie Gamepads Gamepads or Joysticks Joystick Crosspoints Audio Cross Point groups Volume Control MIDI Input MIDI input devices MIDI Input MIDI Output MIDI output devices MIDI Input Serial COM Serial COM interfaces Serial Text Tracking Tracking Device Tracking Device
The endless mapping defines that even if for example no entry is visible at the 21st rows the 21st logical device ordinal will be mapped to the 21st physical device!
Example
To configure the two Pipes so that each of them has its own live video input as its first device (Ordinal 0) use the following mapping. Please note that the second row (Ordinal 1) contains a NONE entry for both pipes, because the endless mapping would map Ordinal 1 to device 1 if no explicit entry exists for ordinal 1. In this case both pipes would resolve to device 1 (Deltacast HD key input In rx1) on Ordinal 1.
While rendering on any output it is possible to show a Preview Window. With running runtime, this window will display all output streams in a mosaic next to each other. In a Multi-GPU setup it will display all outputs of the GPU which is connected to the Preview Window. In Designer, the Preview Window is the known Renderer window to display the selected rendering. While working with SDI this is especially useful to monitor the rendered output.
For clarification: The Preview Window is not showing the rendering of a second Preview Render Pipe, instead it is useful to monitor what is currently played out.
Enable in Designer | Enables the Preview Renderer Window in Designer. If turned off, there will be only the configured GPU or other video outputs rendering, according to your Device Configuration and the Render Setup, if Physical Outputs are enabled |
Enable in Runtime | Auto: The Preview Window will be displayed for all non-GPU output streams. (E.g. NDI, SDI, Shared Surface) On: The Preview Window is always on. Off: The Preview Window is always off. |
Extra Buffers | Adds extra buffer frame to the Queue of the Preview Window |
Synchronized | Sets the Preview Window as synchronized / async to the other outputs. Auto: If there is another output which is synchronized, the Preview Window will be set to asynchronous rendering. Note: In almost any scenario this is the best setting, since your preview rendering shouldn't influence your main output. On: The Preview window is synchronized. Off: it is always set to async rendering. |
Render On GPU | Select the Output to render on in a Multi-GPU setup. |
Fullscreen Output | Select the Output the Designer should fullscreen to. Auto: Uses a ranking system to determine which output will be used. Sorted from highest to lowest: Configured output which is not active--Configured Preview Window--Not configured Output--On HDR projects, uses the HDR screen. |
Windows Touch is not fully functional in a Cluster Configuration!