Chyron Unveils PRIME VSAR V1.8

Chyron’s PRIME VSAR merges the cutting-edge graphics of Epic Games’ Unreal Engine 4 with Chyron’s built-for-broadcast design, editorial, and live production capabilities to radically simplify virtual production.

Enhancements in PRIME VSAR 1.8 offer simple, unfettered access to Unreal Engine 4.27 and its extensive design features, alongside new built-in production tools that reduce the time, skill, and effort required for key tasks such as chroma keying, trackless camera control, and virtual scene creation.

Like previous versions, this release builds upon PRIME VSAR’s easy-to-repurpose graphic assets, template-based workflows optimized for producers and journalists, and straightforward control interfaces for live virtual production. Highlights of the new release include the following:

Unreal Engine 4.27
PRIME VSAR 1.8 supports the latest and final release of the Unreal Engine 4 Series, ensuring access to all of the features and enhancements that Epic Games has implemented over the years. The 4.27 release includes valuable features for virtual production, such as optimizations to GPU Lightmass that allow users to bake in light sources and create photorealistically lit Unreal scenes faster and with less strain on hardware.

New Chroma Key Control Interface
Cleanly bringing green-screen talent into an Unreal virtual scene is a notoriously difficult task. Chyron has enhanced PRIME VSAR 1.8 with a new API layer that powers a new chroma keyer interface for blending green-screen talent with a virtual scene. From this straightforward chroma keying interface, users can set chroma key values, refine and fine-tune key passes, monitor all components of chroma key outputs, and easily save and load presets for different environments. Users can access the interface on local in-studio systems or as an HTML-5 interface from anywhere via web browser, which in turn supports running VSAR productions in the cloud.

Trackless Camera Control From the Newsroom
PRIME VSAR 1.8 brings the Mercury Trackless Camera control interface into the CAMIO MOS-integrated newsroom environment. Previously, CAMIO offered control over scene and graphic elements in PRIME VSAR. Now, from any newsroom computer system, whether local or online, producers can easily queue up all their virtual camera moves within a PRIME VSAR scene. With PRIME VSAR, producers can control the entire virtual production using the newsroom interface they are most comfortable with.

Simplified Virtual Scene Elements
Chyron has added more easy-to-repurpose scene elements to the PRIME VSAR graphics library to give users more template-based design options in a scene. For instance, the new Billboard With Shadows effect for trackless camera shots within PRIME VSAR 1.8 makes it easy to create scenes with dynamic light and object shadows. Plus, a new AB Switch Wall Actor template offers straightforward creation of freeform wall meshes for presenting videos and images with simple AB switch playlist functionality.

Other key enhancements include an upgrade from Matrox HAL 9.6 to Matrox 10.2, with the latest driver offering native support for NDI signal connectivity. Additionally, the solution’s new API layer implementation lays the groundwork for simplified and custom control interfaces in future PRIME VSAR releases that further de-skill virtual production. Built on the gRPC protocol, the same foundation used across the PRIME Platform and Chyron LIVE to power simplified interfaces, this new API layer implementation brings Chyron solutions closer to a common content-control interface across all aspects of live production.

You might also like...

Video Quality: Part 2 - Streaming Video Quality Progress

We continue our mini-series about Video Quality, with a discussion of the challenges of streaming video quality. Despite vast improvements, continued proliferation in video streaming, coupled with ever rising consumer expectations, means that meeting quality demands is almost like an…

2024 BEITC Update: ATSC 3.0 Broadcast Positioning Systems

Move over, WWV and GPS. New information about Broadcast Positioning Systems presented at BEITC 2024 provides insight into work on a crucial, common view OTA, highly precision, public time reference that ATSC 3.0 broadcasters can easily provide.

Next-Gen 5G Contribution: Part 2 - MEC & The Disruptive Potential Of 5G

The migration of the core network functionality of 5G to virtualized or cloud-native infrastructure opens up new capabilities like MEC which have the potential to disrupt current approaches to remote production contribution networks.

The Streaming Tsunami: Securing Universal Service Delivery For Public Service Broadcasters (Part 3)

Like all Media companies, Public Service Broadcasters (PSBs) have three core activities to focus on: producing content, distributing content, and understanding (i.e., to monetize) content consumption. In these areas, where are the best opportunities for intra-PSB collaboration as we…

Designing IP Broadcast Systems: Addressing & Packet Delivery

How layer-3 and layer-2 addresses work together to deliver data link layer packets and frames across networks to improve efficiency and reduce congestion.