Valorant
Masters
use case // 2021
Have a look at how SP users XR Studios and Bright studios used Stage Precision and Shield for the AR control and UnrealEngine based AR rendering of the Valorant Masters in September 2021.
This involved 8 tracked cameras – 5 Stype tracking systems with RedSpy and StypeKits and 3 Sony PTZ cams with FreeD. The 3 Sony PTZ cams were calibrated with Stage Precision’s new lens calibration workflow and repositioned on the ground with a charuco board workflow. Stage Precision also took care of the tracking alignment of all 8 systems.
Besides the tracking, Stage Precision was responsible for the logic and show control. SP was used as the master control for all media technology and broadcast devices such as matrixes, disguise servers and the Unreal Engine nodes.
Stage Precision’s Shield for Unreal was used on all Unreal playout nodes. The compositing was done directly within Shield, which means that the AR image was put on top of the live image in Unreal. The lens distortion, blend modes for AR layers, shadow- and reflection-catchers for AR elements was made possible through Shield’s features and the entire remote control of the scenes and necessary parameter changes for the cueing was handled by SP and synchronously passed to all render nodes.
In addition, a logic was built in SP which realized a render node distribution switch method that lead to less render nodes than tracked cameras being needed on-site. Instead, it was possible to decide at just the push of a button which camera should be used and rendered and which nodes could be used as backups. The logic assured that the correct signal and protocol data was automatically routed to the respective node.