Powerful and simple control for video screens and boards

Controlling the screens in the studio and in the stadium has never been easier. Vizrt offers a single, simple tool for managing dynamic graphics, live inputs, video, and stills on all of your displays.

  • 01.Drive all your displays from a single web interface
  • 02.Drive Vizrt's stunning 3D content from a tablet or touchscreen
  • 03.Reduce mistakes on-air with a full preview of all upcoming elements

Vizrt’s Viz Multiplay allows for easy, yet powerful, control of multiple video walls at varied aspect ratios. Further enhancing Vizrt’s template-based graphics approach, creating reusable layouts, both simple and complex, is a breeze. Vizrt uses the same authoring tool and render engine for all solutions. This allows any artwork created for other workflows to be reused in screens and video walls.

From Viz Multiplay’s single web-based interface, an operator can create and trigger screen layouts for one or more video walls. Since Viz Multiplay is browser-based, it can be run on a tablet from the studio, empowering presenters to control the story they are telling.

Building on the existing Vizrt ecosystem, support for external integration can do anything from creating elements on the go, to filling them with dynamic data, and to be able to trigger elements on-air.

Powerful features

Key features

  • Multi-screen control
  • Centralised playout
  • Modern, standards-based UI
  • Runs on touch-screen and tablet devices
  • Built-in preview
  • Optional newsroom integration
  • Single-click operation
  • Up to 12 HD outputs
  • Support any aspect ratio
  • Dynamic video wall layouts
  • Live transition of layouts

Ready to learn more about Vizrt?

Take your production to the next level with the right tools.

Discovery Norway uses Vizrt to bring the excitement of live sports to the studio with 3D storytelling

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  • Graphics1 platform
  • Broadcasting2 events
  • Storytelling3D graphics

It gives us very nice possibilities to get where we want to go, which is doing 3D storytelling as much as possible. You do AR graphics at the front, then you have the studio, and then you have the big screens, and all are used for the storytelling

Espen TvedtChief Editorial Manager at Discovery Networks Norway