What is Reality Multi-Channel Concept?
In broadcast and real-time graphics systems, a channel is an industry-wide term that refers to an independent render and playout instance typically represents an output path that can be mapped to one or more physical outputs, such as SDI.
Modern real-time graphics, however, extend far beyond traditional on-air graphics. They include multiple graphic types such as Augmented Reality (AR), Virtual Studios, physical and virtual Video Walls, and hybrid scenarios where different graphics and data types interact in complex ways.
To support these requirements in Unreal Engine–based workflows, the Reality ecosystem introduces a Multi-Channel System. In this system, a channel represents a self-contained logic unit and data execution path, meaning the channel handles its data step by step on its own, without sharing or depending on another channel’s processing, and provides flexible output options, allowing the channel’s final rendered result to be sent to different targets such as physical outputs, virtual outputs, or other engine-level destinations.
This multi-channel approach enables a unified workflow across all types of graphics, controlled from a single interface: Lino Playout.
How It Works
New channels are created and set up in the nodegraph, where their structure, logic, and behavior are defined. Lino Playout then runs and controls these channels during playback. One rundown can trigger graphics on multiple channels at the same time, keeping everything in sync. This allows a single operator to run the entire show from one unified control interface: Lino Playout.