05. TESTING
Test Prime VSAR / Cesium connection
- Get in the Config Panel, Cesium and check that Cesium is Connected in green.
- Check that Activated is checked.
- Check that the corresponding Cesium Camera has:
- Cesium Activated checked.
- Correct Cesium Camera Index (usually 0).
- Do a zoom movement and check that the Field of View is moving accordingly.
- Select the camera in the “World Outliner”, get in the Details panel and check that camera position and orientation are changing while you are moving the real camera.
Deeper testing can include:
- IP/port configuration of Cesium and PRIME VSAR.
- Check that Cesium camera in Cesium is Online and is correctly reporting data (see Cesium Documentation).
Cesium: Jitter and Glitches while you move the real camera
Check the following in that order:
- Is PRIME VSAR dropping ? See above for On Screen Verbosity. Check Output Log for any error messages regarding dropped or late frames.
- Is PRIME VSAR video output properly set-up? Without moving the camera, run an animation, it should be flawless. Alternatively you can create an Actor with a Rotating Component (this will save you time wrt to creating an animation). Solutions could be: bad video cables, bad overall video path configuration, field inversion, …
- Is PRIME VSAR properly genlocked to the cesium camera data? PRIME VSAR video output and Cesium camera data device should be genlocked to the same genlock source. If it’s not the case, and if you are in autoReconnect mode you should have regular “Camera:resync” messages in the Console output of Unreal.
Test DataEngine/PRIME VSAR connection
- Open a web browser and type http://<ip>:4300. For IP use the IP of the PRIME VSAR system.
- Open bucket ue4. If it does not exist, create it. (“ue4” is used for backwards compatibility)
- Open key lua_in. If it does not exist, create it.
- Type PrintLog(42)
- Click Save (the request is send on Save)
If everything goes well, PRIME VSAR should print 42 in its Output Log (Window>Developer Tools>Output Log) something like:
MtRemoteControlLog: luaHelper.cpp (line 49, Hmc::UE4Lua::PrintLog): 42
Test Video Input
PRIME VSAR relies on HAL to manage video in a general manner.
- From the VSAR Content browser, add a Add/Import>Media>HAL Media Source.
- From Unreal Content browser, add a Add/Import>Media>Media Player.
You may consider checking the checkbox that labels Video output Media Texture asset, since that would be needed to be used on a material as a texture.
Use the predefined HAL Media Source in the Media player. The URL address bar should display something like hal://input0_0.You should be able to monitor the video from there.
- If expecting to use it on an object through a textured material you should have checked the Video output Media Texture asset at the previous step, or, alternatively, from the VSAR browser, add a new>Media>Media Texture and use the previous Media Player as Media.
HAL Media Source
Source Name
The input ID as defined in the HAL.xml configuration file, more likely hal://input0_0.
Double interlaced Frames
When enabled, the interlaced format input aims to run at full fps. example: 50i running at 50 fps. and when disabled 50i is running at 25 fps
Deinterlacement Mode
Selects the preferred deinterlacing algorithm, applicable only when when Double interlaced Frames is disabled:
- Keep: keep both field as is - no deinterlacement
- Discard: keep even or odd field and discard second depending on the odd priory
- Blend: blends between fields using average
- Smooth: automatically detect if deinterlacing needs to be done. Usually this setting should be preferred.
Deinterlacement Mode Doubled
Selects the preferred deinterlacing algorithm, applicable only when when Double interlaced Frames is enabled:
- Keep: keep both field as is - no deinterlacement
- Half size: reduces vertical resolution by half example: 1920x1080 to 1920x540
- Double Lines: doubles the lines for each field, this can reduce perceived vertical resolution by half and can cause Bobbing. - sometimes called “Bob”
- Blend: blends between fields using average
- Lerp: doubles lines by blending between them using average. can be more performance intensive
Log Drop Frame: logs dropped frames that the Media player has dropped
Max Num Video Frame Buffer: maximum number of frames in buffer before Media player shows them, interlaced format is using two buffer frames each other frame when Double interlaced Frames is enabled
Odd Priory
when using Deinterlacement Mode like Discard this value decides which frames are not discarded. example: if disabled odd fields will be discarded and when enabled even fields will be discarded.
Synchronize with Engine’s Timecode
Irrelevant here.
Time Delay
delay of the playback. the value is in seconds. if we use input with 50 fps - 0.02s here will mean a single frame of delay - this value can’t be larger than Max Num Video Frame Buffer in frames or it will result in black screen as all frames will be dropped before the requested delay is reached. applicable only when Synchronize with Engine’s Timecode is disabled
⚠️ Timestamp is currently not supported
Procedure to report issues
- In case of a crash, open your project folder.
- Go to Saved/Crashes/
- Make a zip with the folder(s) inside and send it to support@chyronhego.com
- Please provide steps to reproduce
- Please provide specific VSAR Version, Cesium Version, VSAR Tools Version
In the case of Visual bug:
- Capture screenshots
- Send them to support@chyronhego.com
- Please provide steps to reproduce
- Please provide specific VSAR Version, Cesium Version, VSAR Tools Version
In the case of I/O Bug/Issue:
- Copy Hal.xml from %LOCALAPPDATA%/Chyronhego/Fresh/HAL.xml
- Send it to support@chyronhego.com
- Please provide steps to reproduce
- Please provide specific VSAR Version, Cesium Version, VSAR Tools Version
In all cases it is also helpful to send over a copy of the project to rule out any project specific issues, if possible.