Timing accuracy has been a fundamental component of broadcast infrastructures for as long as we’ve transmitted television pictures and sound. The time invariant nature of frame sampling still requires us to provide timing references with sub microsecond accuracy.
In the last article in this series we looked at how KVM improves control, reliability, security and integration for multiple devices and cloud systems. In this article, we look at how latency is addressed so that users have the best quality of experience possible.
Having a collection of PCs and MACs stacked under a desk to facilitate the multitude of operational requirements not only proves difficult to operate but challenges our modern ideas around security and makes maintenance almost impossible.
Sitting at home watching the Olympics 400m Women’s hurdles final live on NBC’s 4K HDR channel, home audiences were captivated by the sweat and effort displayed on screen with immersive sound of the runners’ feet hitting the track. Viewers thousands of miles away could be excused for thinking they had the best seat in the Japan National Stadium. The live 4K HDR broadcast of NBC’s primetime show throughout the Games were an extrasensory experience unlike any previous Olympics telecasts.
Esports is demonstrating how agile mindsets can provide flexible and scalable solutions within relatively short timescales. But as more software solutions become viable, esports is taking advantage of the cloud and its offerings.
New, in-cloud, pay-per-use business models offer new advantages to occasional REMI, field reporting, remote event production and similar content producers and distributors with a better business model to remain competitive and profitable without huge ongoing capital investments.
Esports has the big advantage of working from the ground up when delivering productions. Backwards compatibility is unheard of and legacy equipment is something for other people. But how does this lack of legacy help broadcasters?
There is no doubt that esports is here to stay. The scene, while very fluid, is absolutely in the mainstream now. It’s not easy to find absolute consensus among the various reported numbers, but if you had to put a pin in the map, it looks like esports is set for around 500 million viewers worldwide this year.