Vizrt World Cup 2018 showreel
Televisa Mexico Election coverage with Vizrt AR graphics
Vizrt 2016 showreel
Vizrt Elections solutions
Videowall Showreel
Viz Engine IP production protocals
IP production and playout with Viz Opus
TV 2 Denmark Tour de France studio
TDN - Televisa Deportes Networks World Cup AR
Super Bowl LI AR on Fox Sports
Al Arabiya 2016 U.S. election coverage
Megavision 2016 election coverage
360 video and graphics with Nokia OZO and Viz Engine
Real-time rendering with the NVIDIA M6000
Vizrt 2015 showreel
Election showreel
TV 4 Sweden European Football Championship set
Al Jazeera augmented reality graphics
2016 UK General Election
Girraphic and Spidercam virtual augmented graphics
Video playout and IP production
Vizrt newsroom with video
Interactive News demonstration
V8 Supercars touchscreen
Canal+ Spain video wall
Sochi Olympics graphics
The CNN Hologram
Sky News Viz Video Wall

The power of real-time

Viz Engine is one of today’s most powerful real-time graphics rendering engines and video servers. It renders animated 3D scenes in real-time, producing high-end animations in HD, 4K and beyond. Viz Engine functions as a standalone video server as well as the graphics and video compositing platform for Vizrt products such as Viz Trio, Viz Pilot, Viz Weather, Viz Virtual Studio.


  • Real-time compositing of video and graphics with a wide-range of simultaneous output formats.
  • Supporting all of today’s major IP standards.
  • Use the same system for end-to-end J2K and SMPTE 2022 production.
  • Branded video content on all playout platforms.

Key Features

  • Real time render engine
  • Key & fill outputs
  • Timeline-based audio
  • 2D & 3D graphics
  • IP Streaming
  • Powerful plug-in API
  • Live video input & output
  • Video server
  • Full scene anti-aliasing
  • Supports SD, HD & 4k
  • Dolby E decoding
  • Internal keyer

Designed with openness in mind

Viz Engine allows customers to integrate their own proprietary control software with ease. A powerful scripting language supports easy manipulation of graphics objects, as well as the creation of user-specific plug-ins.

Live production video server

Viz Engine can also be used as a reliable multi-channel playout server for 4K video. Viz Engine functions as a SAN with Viz One or as a standalone video server. A single Viz Engine is capable of back-to-back clip playback of up to 10 clip channels. Additionally, Viz Engine supports all the commonly-used codecs including MPEG I_Frame, ProRes, DNxHD, and many more. Learn more in the Video Playout solution.


Viz Engine allows for streaming IP video in and out. Graphics and video are composited in real-time and output as a stream that can take many formats–including MPEG-2 at 1080i/25, 1080i/29.97, 1080p/30 and 720p/50–for use online, on mobile devices and live on-air. The IT infrastructure makes Viz Engine highly portable for OB vans and very affordable for broadcasters.


Flexible hardware support for SD, HD, 4k and cloud rendering

Viz Engine can be configured to handle multiple outputs in a single system when configured with one or more various Matrox video boards and NVIDIA graphics boards. With a Matrox board, Viz Engine supports video output ranging from SD all the way to 4K fill and key, all in real-time. The Viz Engine can then handle multiple independent SD/HD video inputs in RGB, or one RGBA input used for background or live video textures.

Viz Engine supports up to 16 layers of scenes that can be controlled separately. The user can organize scenes in different layers for up to 8 live inputs, 16 clip channels, 4 stream inputs and 16 graphic channels with the Media Manager.

Integration with servers which utilise NVIDIA’s GRID technology enable multiple concurrent users to share the same application with workstation performance and NVIDIA QUADRO compatibility. This eliminates  the need for a high-capacity local workstation and makes it possible for design departments to have Viz Artist on every desktop.

Viz Engine will run in the IBM cloud, enabling editors using Vizrt’s graphics plug-in in their native non-linear editor (NLE) to access graphics without the need for Viz Engine hardware.

The combination of the powerful plug-in API and a simple ASCII communication protocol sets a very flexible foundation for various applications. Given the availability of competitive, high-performance graphics hardware in the market today, Viz Engine can be used as the complete graphics layer for applications requiring high-fidelity graphic content and interactivity.

Graphics channels for added flexibility

Viz Engine uses graphics channels to display multiple Vizrt scenes simultaneously in a single output layer. The graphics channels function as flat 2D DVE channels or as textures on 3D objects, giving maximum flexibility for displaying content. Viz Engine supports displaying 16 graphics channels simultaneously.

Easy communication

The Viz Engine components and Viz Artist GUI run on the same machine and communicate via TCP sockets. The communication protocol between the GUI and the kernel is consistent and easy to understand. All the commands are similar in structure, which includes the object name or address, the command or function name, the function argument and additional data when necessary. The protocol also includes a full set of query commands to the engine, which allows it to receive a detailed description of the status of the graphic content.

This makes it easy to write external applications to control the Viz Engine kernel in runtime. Vizrt offers several external command protocol products that are specific to the broadcast industry, including Viz Pilot, Viz Trio, and Media Sequencer. Third party developers can create their own specific applications within, and on top of, Viz Engine.

Full support for stereoscopy

Viz Engine has always been a real 3D system. Even though graphics have so far mostly been played out on conventional 2D screen the graphics themselves have always been in real 3D. That's why Viz Engine was one of the world's first systems to support stereoscopy right out of the box. By simply syncing two Viz Engines broadcasters can create real-time stereoscopic graphics just as easy as they until now created their 2D graphics.

Interactive election coverage

We offer you a completely integrated graphics and video workflow, giving you cost efficient tools for your election coverage. Read more

Graphics in 360 video

Using Viz Engine, live graphics can be inserted into a 360 video feed. Viz Engine includes a lens deformation plugin allowing the graphics to appear naturally in the 360 video environment and tracked accurately to a specific location. Additional tools such as interactivity with the video using a touchscreen and telestration are also avaialble.

Studio production tools

Video Wall allows you to create unique installations that surround the viewer and go far beyond the capacity of traditional video-wall setups. Video Wall has a wide range of purposes in addition to regular studio broadcasting: It is perfectly suited for entertainment and educational productions, as well as interactivity in live broadcasting. Video Wall can even be used in outdoor environments. The solution integrates seamlessly with other Vizrt solutions without requiring changes in the workflow. Read more

Screencast is an optional tool that allows content from any desktop, including web pages and streaming video to be displayed on-air in real-time and as stored elements. A journalist defines the area of the screen they wish to be displayed and the content is visualized through Viz Engine and displayed as a SDI or IP signal for use on-air or in a monitor in the studio. Screencast is aspect ratio independent allowing broadcasters to display content in any size. Read more

Viz Engine Tech Specs

Import / synchronization from / with 3rd Party software

  • FBX Fileformat Import
  • Adobe After Effects projects Import including multi layer compositions and camera tracking
  • Cinema 4D import and reimport keeping scene decorations. Live link from Cinema4D to Viz to control parameters from C4D UI

Live frame exchange with 3rd party software

  • Newtek Tricaster and NDI enabled devices
  • Imagine Versio
  • Stryme

Integration with 3rd party Shader

  • RTT Advanced Shaders
  • Allegorithmic Substance Materials

Integration with 3rd party global illumination light models

  • Enlighten Lighting Technology (Viz 3.9)

Integration with NLE systems

  • Apple, Avid, Sony, Avid and Quantel

Supported IP Standards

  • Basic MPEG Services
  • Automatic staging of media to Viz Engine
  • SMPTE 2022-6 (Viz 3.8.3)
  • ASPEN (Viz 3.8.3)
  • VSF TR-01

Supported In and Out Formats

  • PAL
  • NTSC
  • 720p 50 HD Progressive
  • 720p 59.94 HD Progressive
  • 720p 60 HD Progressive
  • 1080i 50 HD
  • 1080i 59.94 HD
  • 1080i 60 HD
  • 1080p 23.97 HD (Viz 3.9)
  • 1080p 25 HD (Viz 3.9)
  • 1080p 29.97 HD (Viz 3.9)
  • 1080p 50 HD Level A and B
  • 1080p 59.94 HD Level A and B
  • 1080p 60 HD Level A and B
  • UHDTV 50 Level A, Level B and 2SI
  • UHDTV 59.94 Level A, Level B and 2SI
  • UHDTV 60 Level A, Level B and 2SI
  • customer resolution up to 16k x 16k for VGA only

Supported OS

  • Windows Server 2012 R2 (64bit)
  • Windows 7 (64bit)
  • Only english Operating System(s) are supported

Simultaneous in HD SDI from one box (can be shared between instances)

  • up to 8 depending on video i/o board installed

Simultaneous in IP (can be shared between instances)

  • up to 4

Simultaneous HD clip players

  • up to 16

Simultaneous GFX channels

  • up to 16

Failover capabilities (depending on hw)

  • Glitch free failover including audio and vbi. software based when system has power, copper to copper otherwise automatic recovery of system topology, glitch free takeover when viz is running again

DVE on dedicated hardware (SDI, clips, graphics and IP)

  • up to 8 independent layers for 1080i

Media preview SDI, clips and IP (reduced size)

  • up to 8 for 1080i

Simultaneous outputs

  • up to 4 program outputs from dedicated instances
  • program and dirty output from one instance

Recording of SDI and IP inputs

  • up to 4 channels including proxy generation

Throughput delay

  • 0 frame delay when used as downstream keyer on full frame input
  • 3 frame delay when used with compositor or for virtual studio / augmented reality setup

Frame synchronization

  • Frame store synchronizer on every input including audio resampling

Synchronization signals

  • Black and burst, trilevel, sdi, ptp and shared memory

Timecode support

  • ltc, vitc, vanc, hanc, smpte 12 and shared memory

Frame accurate control

  • For secondary and primary events using gpi, vdcp, and timecode

Third party control interfaces

  • Proprietary command language, human readable and well documented
  • REST interface supporting VDF payload
  • VDCP

Data integration

  • Datapool plugins
  • Memory maps for scenes, on system level and distributed in a cluster including support library for 3rd party developers
  • Dedicated dataports via tcp or udp depending on data live time
  • REST interface to memory maps
  • Memory map support for c++ plugins and script language
  • Tracking hub data exchange

Engine extensions

    C++ plugin interface for

    • Function plugins
    • Geometry plugins
    • Fragment shader plugins
    • Vertex shader plugins
    • Compute shader plugins
    • Cuda plugins
    • Scene plugins
    • Post render plugins
      • Proprietary script language

        • Container scripts
        • Scene scripts
          • Shared memory exchange of fill, key and depth frames, audio, vbi data, and commands for in and outputs

            • Host memory
            • gpu memory

            Keying / vs capabilities

            Internal chroma keyer

            • Virtual studio, single color or color lookup table
            • Sports as multizone keyers, libero keyer or eclipse keyer as external module
            • Trash and holdout matte
            • Talent reflection
            • Depth of field
              • Linear keyer

              Lens deformation methods

              • Viz lens calibration with deformation
              • Deformation calculated by libero
              • Deformation parameters from external trackers like trackmen or stype
              • Deformation mode for 360 videos
              • Back deformation for unprojecting positions

              Recommended Hardware


              • DELL Precision R7910
              • HP workstations
              • HP ZBook 17 G1 and G2 (Nvidia Quadro K5100M)
              • HPE
              • Supermicro 7048GR-TR

              Graphics card

              • Nvidia Quadro
              • Nvidia Grid K2

              Video card

              • Matrox X.mio3
              • Matrox DSX.LE4
              • Matrox X.mio2+
              • Matrox DSX.LE3
              • Matrox Dongle (USB and PCIe)
              • Bluefish444/Digital Epoch Neutron
              • Bluefish444/Digital Epoch 4K Supernova and Supernova S+
              • AJA IO4K: 2 SDI input, 2 SDI output
              • Supported Codecs

                Matrox X.mio, X.mio2 and X.mio2

                • 6000 class: SD codecs only. No D10
                • 8000 class: SD, HD, D10 and D12 codecs
                • 8500 class: SD, HD, D10 and D12 codecs, and Apple ProRes playback capabilities

                Matrox X.mio3 and DSX LE 4 video cards

                • 100 class: No clip playback
                • 500 class: SD and HD clip playback
                • 550 class: SD and HD clip playback, including support for Apple ProRes codecs

                DNxHD - Requires Matrox X.mio2, X.mio2 Plus or X.mio3 Video board

                  PAL ‣ NTSC Codecs

                  • MPEG2 IFrame
                  • MPEG2 IBP
                  • MJPEG Lossless
                  • DVCAM
                  • DVCPRO
                  • XDCAM
                  • H264
                  • ProRes
                  • RLE (animation): (Playback only)
                  • Uncompressed
                    • 720p50 and 720p59.94 (60M) ‣ 1080i25 and 1080i29.97 (30M) Codecs

                      • MPEG2 IFrame
                      • MPEG2 IBP
                      • DVCPRO HD
                      • HDV
                      • XDCAM HD
                      • DNxHD
                      • AVC-Intra
                      • H264
                      • ProRes
                      • RLE (animation): (Playback only)
                      • Uncompressed
                        • 1080p50 and 1080p59.94 (60M) Codecs

                          • MPEG2 IFrame
                          • AVC-Intra
                          • ProRes
                            • 2160p UHDTV Codecs

                              • MPEG2 IFrame
                              • XAVC
                              • ProRes


Workflow diagram

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