Inner frustum having delay when moving ICVFX Camera. [Delay in frustum]

I am facing a delay issue when using InCamera VFX, as I am moving the camera or rotating it.

This same thing can be visually seen in unreal editor and exactly the same happening on LED wall as well. Everything in our setup is properly genlocked.

Please refer to the screen capture videos below. In right viewport the visual delay in the inner frustum is happening on led wall as well.


You need to add some overscan to solve this. Most stages will set this depending on the camera move. So if you have a whip pan it would only overscan horizontally rather than uniform.

Hi, looking at your videos, you are judging the InCamera VFX delay by looking at the nDisplay editor preview. That is not an accurate way to judge the results of your render nodes’ nDisplay output.
The nDisplay editor preview is to visualize what might be on the wall.
I was able to reproduce exactly what you described. When I do the same camera movement and look at the nDisplay output, the results are good. There is no delay.

You mention in this post that “the same is happening on the LED wall as well.”
Are you using Livelink over nDisplay for your tracked camera?

When an actor in the editor is moved, the rest of the Multi-user clients are not updated immediately.
The best way to move cameras and get real-time on all the multi-user clients is by using LiveLink over nDisplay:

So, if you are using LiveLink to send the camera transformation, there should not be a significant delay. But keep in mind that there are always some frames of latency from the camera moving to the camera’s motion on the wall, as you have a lot of technology in the middle that adds latency. For example, UE will have a few frames of latency, your motion control system will have a slight latency, and your LED processor will have a little latency. So, all of them will add roughly seven frames of latency.

And as Shaun mentioned, you can overscan to compensate for the latency on the camera move.
I hope this all helps.

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Hello Juan and Shaun,

My current setup is just as you described it should be.

Here’s a short video where you can see my Unreal Engine MultiUser Client Viewport (Left) and Camera feed which is shooting on LED (right). The same delay can be seen and it is not working even if i try to compensate with overscan. Please advise.


j

Hi, I see from your video that you have an Overscan Multiplier of 1.15, which seems insufficient for your camera move. You can either keep increasing that value. I often use 1.2 or more, but if you know the camera moves, and it will be mainly a left or right pan. You can just overscan in that direction.
For example, add a 10% overscan on the left and the right.

If it looks like you are losing your inner resolution because of the large overscan values. You can check Adapt Resolution = ON, and your inner resolution will be increased according to your new overscan values.

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