Video: Benefits of IP Systems for Sporting Venues

As you walk around any exhibitions there seems to be a myriad of ‘benefits’ of IP working, many of which don’t resonate for particular use cases. Only the most extraordinary businesses need all of the benefits, so in this talk, Imagine Communication’s John Mailhot discusses how IP helps sports venues.

John sets the scene by separating out the function of OB trucks and the ‘inside production’ facilities which have a whole host of non-TV production to do including driving scoreboards, displays inside the venue, replays and importantly has to deal with over 250 events a year, not all of which will have an OB truck.

We see that the scale that IP can work at is a great benefit as many signals can fit down one fibre and 2022-7 seamless switching can easily provide full redundancy for every fibre and SFP. This is a level of redundancy which is simply not seen in SDI systems. With stadia being very large, necessitating cable runs of over 500m, the fact that IP needs fewer cables overall is a great benefit.

John shows an example of an Arista switch only 7U in height which provides 144x 100G ports meaning it could support over 4000 inputs and 4000 outputs. Such density is unprecedented and for OB trucks can be a dealbreaker. For sports venues, this can also be a big motivator but also allow more flexibility in distributing the solution rather than relying on a massive central interconnect with a 1100×1100 SDI router in a central CTA.

TV is nothing without audio and the benefits to audio in 2110 are non trivial since with the audio being split off from the video, we are no longer limited to dealing with just 16 channels per video and de-embedding from a video frame any time we want to touch it.

Timing is an interesting benefit. I say this because, whilst PTP can end up being quite complex compared to black and burst, it has some big benefits. First off, it can live in the same cables as your data where as black and burst requires a whole separate cable infrastructure. PTP also allows you to timestamp all essences which helps with lip-sync throughout your workflow.

John leads us through some examples of how this works for different areas finishing by summing up the relevant benefits such as scalability, multi-format, space efficient, and timing amongst others.

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Download the slides
Speakers

John Mailhot John Mailhot
CTO, Networking & Infrastructure,
Imagine Communications

Video: The Good and the Ugly – IP Studio Production Case Study

What’s implementing SMPTE ST-2110 like in real life? How would you design your network and what were the problems? In this case study Ammar Latif from Cisco Systems presents the architecture, best practices and lessons learned they gleaned in this live IP broadcast production facility project designed for a major US broadcaster. Based on SMPTE ST-2110 standard, it spanned five studios and two control rooms. The central part of this project was a dual Spine-Leaf IP fabric with bandwidth equivalent of a 10,000 x 10,000 HD SDI router with a fully non-blocking multicast architecture. The routing system was based on Grass Valley Convergent broadcast controller and a Cisco DCNM media controller.

As the project was commissioned in 2018, the AMWA IS-04 and IS-05 specifications providing an inter-operable mechanism for routing media around SMPTE 2110 network were not yet available. Multicast flow subscription was based on a combination of IGMP (Internet Group Management Protocol) and PIM (Protocol Independent Multicast) protocols. While PIM is very efficient and mature, it lacks the ability to use bandwidth as a parameter when setting up a flow path. Ammar explains how Non-Blocking Multicast (NBM) developed by Cisco brings bandwidth awareness to PIM by signalling a type of data (video, audio or metadata).

The talk continues by discussing PTP distribution & monitoring, SMPTE 2022-7 seamless protection switching and remote site production. Ammar also lets us see how the user interfaces on the Cisco DCNM media controller were designed which include a visualisation of multicast flow, network topology and link saturation of ports.

You can find the slides here.

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Speaker

Ammar Latif
Principal Architect,
Cisco Systems

Video: Where can SMPTE 2110 and NDI co-exist?

When are two video formats better than one? Broadcasters have long sought ‘best of breed’ systems matching equipment as close as possible to your ideal workflow. In this talk, we look getting the best of both compressed, low-latency and uncompressed video. NDI, a lightly compressed, ultra-low latency codec, allows full productions in visually lossless video with a field of latency. SMPTE’s ST-2110 allows full productions with uncompressed video and almost zero latency.

Bringing together the EBU’s Willem Vermost who paints a picture from the perspective of public broadcasters who are planning their moves into the IP realm, Marc Risby from UK distributor and integrator Boxer brings a more general view of the market’s interest and Will Waters who spent many years in Newtek, the company that invented NDI we hear the two approaches of compressed and uncompressed complement each other.

This panel took place just after the announcement that Newtek had been bought by VizRT, the graphics vendor, who sees a lot of benefit in being able to work in both types of workflow, for clients large and small and who have made Newtek its own entity under the VizRT umbrella to ensure continued focus.

A key differentiator of NDI is its focus on 1 gigabit networking. Its aim has always to enable ‘normal’ companies to be able to deploy IP video easily so they can rapidly benefit from the benefits that IP workflows bring over SDI or other baseband video technologies. A keystone in this strategy is to enable everything to happen on normal, 1Gbit switches which are prevalent in most companies today. Other key elements to the codec are: free, software development kit, bi-directionality, resolution-independent, audio sample-rate agnostic, tally support, auto-discovery and more.

In the talk, we discuss the pros and cons of this approach where interoperability is assured as everyone has to use the same receive and transmit code, against having a standard such as SMPTE ST-2110. SMPTE ST-2110 has the benefit of being uncompressed, assuring the broadcaster that they have captured the best possible quality of video, promises better management at scale, tighter integration into complex workflows, lower latency and the ability to treat the many different essences separately. Whilst we discuss many of the benefits of SMPTE ST-2110, you can get a more detailed overview from this presentation from the IP Showcase.

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This panel was produced by IET Media, a technical network within the IET which runs events, talks and webinars for networking and education within the broadcast industry. More information

Speakers

Willem Vermost Willem Vermost
At the time, Senior IP Media Technology Architect, EBU
Now, Design and Engineering Manager, VRT
Marc Risby Marc Risby
CTO,
Boxer Group
Will Walters Will Waters
Formerly Vice President Of Worldwide Customer Success,
Now Head of Global Product Management,
VizRT
Russell Trafford-Jones Moderator: Russell Trafford-Jones
Exec Member, IET Media
Manager, Support & Services, Techex
Editor, The Broadcast Knowledge

Video: Understanding esports production

Esports is here to stay and brings a new dimension on big events which combine the usual challenges of producing and broadcasting events at scale with less usual challenges such as non-standard resolutions and frame rates. This session from the IBC 2019 conference looks at the reality of bringing such events to life.

The talk starts with a brief introduction to some Esports-only terms before heading into the discussions starting with Simon Eicher who talks about his switch toward typical broadcast tools for Esports which has helped drive better production values and story telling. Maxwell Trauss from Riot Games explains how they incubated a group of great producers and were able keep production values high by having them working on shows remotely worldwide.

Blizzard uses the technique of using a clean ‘world feed’ which is shared worldwide for regions to regionalise it with graphics and language before then broadcasting this to the world. In terms of creating better storytelling, Blizzard have their own software which interprets the game data and presents it in a more consumable way to the production staff.

Observers are people who control in-game cameras. A producer can call out to any one of the observers. The panel talks about how separating the players from the observers from the crowd allows them to change the delay between what’s happening in the game and each of these elements seeing it. At the beginning of the event, this creates the opportunity to move the crowd backwards in time so that players don’t get tipped off. Similarly they can be isolated from the observers for the same effect. However, by the end of the game, the delays have been changed to bring everyone back into present time for a tense finale.

Corey Smith from Blizzard explains the cloud setup including clean feeds where GFX is added in the cloud. This would lead to a single clean feed from the venue, in the end. ESL, on the other hand choose to create their streams locally.

Ryan Chaply from Twitch explains their engagement models some of which reward for watching. Twitch’s real-time chat banner also changes the way productions are made because the producers have direct feedback from the viewers. This leads, day by day, to tweaks to the formats where a production may stop doing a certain thing by day three if it’s not well received, conversely when something is a hit, they can capitalise on this.

Ryan also talks about what they are weighing up in terms of when they will start using UHD. Riot’s Maxwell mentions the question of whether fans really want 4K at the moment, acknowledging it’s an inevitability, he asks whether the priority is actually having more/better stats.

The panel finishes with a look to the future, the continued adoption of broadcast into Esports, timing in the cloud and dealing with end-to-end metadata and a video giving a taste of the Esports event.

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Speakers

Simon Eicher Simon Eicher
Executive Producer, Director of Broadcast, eSports Services,
ESL
Ryan Chaply Ryan Chaply
Senior Esports Program Manager,
Twitch
Corey Smith Corey Smith
Director, Live Operations Broadcast Technology Group,
Blizzard
Maxwell Trauss Maxwell Trauss
Broadcast Architect,
Riot Games
Jens Fischer Jens Fischer
Global Esport Specialist and Account Manager D.A.CH,
EVS