Studio

Studio module lets you configure a project/virtual set to a specific engine (or lets call it as a profile). This will define which engine should run which project when the project is launched from Launcher module. As you have many cooked sets, you might want to organize a studio design where you have 2 engines working together with different cooks, or any other studio where you have only one engine with one uncooked set. Setting up a studio profile for each engine gives you the functionality to be able to launch only specific engines with their specific shipping or editor version of your projects. Under the Studio tab, there are 7 sections as shown below:

  1. Studios: You can create your own studio (Profile) which will be listed here.

  2. Engines: All the Reality Engines which are configured in your environment will be listed here.

  3. Projects: Projects created in Reality Editor will be listed here. (Only projects which are saved under the path R:\Reality\Projects will be displayed).

  4. Maps: Choose Map for your studio. (Maps which are uncooked will be shown only in Editor mode, and cooked once will be available in Shipping mode)

  5. Launching Type: Choose the type of launch for the project. There are 2 launching types: Editor (Launches in Editor (Standalone) mode) and Shipping (Launches with cooked version).

  6. Project Settings: Provides settings for the project.

Creating a Studio

Go to Studio tab and click Add.

Rename your Studio and click Create. This will create a Studio config file under the path R:\Reality\Studios.

You can see that "MyFirstStudio" is created under Studios section.

To the right, on Engines section, you will see the available Reality Engines listed. Select any one of the engines to which you want to configure your Studio.

 

On Projects section, you will see the available projects either cooked or uncooked.

Remember that while cooking a project increases performance, some of the Reality users would want to use the uncooked version of these projects in their broadcasts.

When you click on a map that is not cooked yet, you will see that Launching Type is empty but still you might choose to select the Editor mode instead of Shipping.

If you choose a cooked map of this project, you will see that the cook name is listed as below.

Cooking a Project (virtual set), is actually creating a optimized version of your Unreal Project, which can run without editor. This improves performance of the engine, because that the computer does not need to run Editor anymore.

Now browse and choose an .rgraph file under Project Settings section and click Open.

After setting up your Studio parameters, it is time to click Save and save your studio.

You will see that the new studio is listed under Launcher tab. It is in launcable state and ready to launch.

Launcher

Launcher module has direct communication with all the Reality Engines connected within the network. This module sends commands to each engine simultaneously for sending projects OnAir. Launching a studio is the final step towards executing the virtual set project for live broadcast production. Launcher module will populate all the projects which are configured in Studio module of Reality Control application with their launchable states. Each Reality Engine can have same or different projects configured. On launch of a project, the project will run on that defined engine(s) and is seen on program output displayed via AJA I/O board on that Reality Engine.

Launching a Studio

After you finish the studio configuration, you can now launch the studio and see that it starts working on the engine you want to work for. Now click on “MyNewStudio” and click on Launch on the top of the menu.

On the bottom of the menu you will see that the engine launches in four steps:

  • Verify: Reality Control verify that cook is suitable or not.

  • Cache: Reality Control checks if the cooked/uncooked sets that are chosen for that engine for this studio exists in the Cache folder. If it doesn`t, it does the caching from the R:/Reality/Cooks folder to the local C:/RealityCache folder of that engine.

  • Launch: Once the set is found under the Cache, the launch process starts.

  • OnAir: Engine is ready.

Once the studio is launched and if there are no .rgraph file related to this studio, you will see the Multiviewer will be launched as below:

If you have not chosen an .rgraph and .raction file on your studio configuration, you will see the Multiviewer launched as above.