What is the Reality Multi-Channel Concept?
In broadcast and real-time graphics systems, a channel is an industry-standard term that describes an independent rendering and playout pipeline that produces a single program output. Traditionally, broadcast channels were closely linked to dedicated signal paths connected to physical video interfaces, such as SDI outputs.
However, modern real-time graphics requirements extend far beyond these limitations. Today's workflows include hybrid production scenarios where multiple graphics systems, environments, and data sources must operate simultaneously. These include Augmented Reality (AR), Virtual Studios (VS), physical and virtual video walls, Extended Reality (XR), Motion Design, and real-time data ingestion. These workflows require graphics systems to operate concurrently, share resources, and support dynamic output routing, which traditional hardware-bound channel models cannot efficiently support.
To address these evolving requirements in Unreal Engine–based workflows, we introduce the Reality Multi-Channel System. The core of this system is the ability to create multiple, user-defined, independent graphics channels per engine.
Software-Defined Channel Architecture
In the Reality Multi-Channel architecture, a channel is defined as a self-contained logic unit with its own data execution path. Each channel processes its data, graphics, and control logic independently, allowing multiple graphics workflows to operate simultaneously within the same engine environment.
Because channels are defined in software rather than fixed hardware mappings, they can be routed to different targets, including physical displays, virtual outputs, or IP-based streams, without requiring engine reconfiguration.
Hardware Independence and Resource Flexibility
In the Reality Multi-Channel workflow, channels are not tied to specific hardware ports or fixed output devices. Instead, systems use Engine Groups and Logical Channels as flexible processing resources. This allows graphics workloads to be dynamically allocated, enabling systems to scale efficiently and support flexible routing without hardware-imposed restrictions.
Unified Graphics Ecosystem
Reality manages all supported graphics types as channels. This creates a unified ecosystem where Virtual Studios, AR graphics, Blueprint-driven graphics, broadcast overlays, and Unreal Motion Design graphics operate within the same workflow structure. Treating all graphics types as channels ensures consistent processing behavior and simplifies system design.
Unified Control Interface
All channels operate within the same workflow and are controlled through a single interface: Lino Playout. This unified control approach allows operators to manage multiple graphics types and output targets from one centralized environment, improving operational consistency and reducing system complexity.