Latency And Your Audience; Latency And Your Tricaster - NewTek TriCaster Mini User Manual

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Still waiting for the promised mention of 'relativity'? OK, here it is then: E=MC
2
B.3.2 LATENCY AND YOUR AUDIENCE
"Latency" - what's that you ask? In this context, latency refers to the time it takes for
the video signal to transit one part of the IMAG path, from camera lens to final display.
Latency is usually expressed either in milliseconds or in video "frames" (typically
either 25 or 29.97 to the second.)
As we said above, really a little video latency is not a bad thing as viewed from a
surprisingly short distance back into the audience. This is just as well, since for all
practical purposes a little latency is also unavoidable.
Even so, as long as audio and video are in sync at your seat, only a rather 'significant'
degree of latency will be objectionable – unless you happen to be very near the stage.
For those in the front rows, a few extra frames of latency may be rather disconcerting.
(It's true that IMAG was conceived primarily for the benefit of those further back, but
if the latency is too obvious for those nearest the front it can be disconcerting
distraction.)
For this reason, it's desirable to keep video latency to an agreeable minimum – but
put away any notion of 'zero latency.' Not only would this require bending the laws
of physics, it would be a bad idea.
Even before considering minimizing latency in the device chain, acknowledging that
there is always going to be some latency calls for some creative thinking with regard
to practical staging. For example, if you design your IMAG layout in such a fashion
that those in the front row are unlikely to be able to see the screen(s) without lifting
their eyes from the onstage talent, they are extremely unlikely to notice a small
amount of latency.
B.3.3 LATENCY AND YOUR TRICASTER
TriCaster is a wonderful tool in the IMAG arsenal, but inevitably it is only one (albeit
critical) link in a chain of devices. It is common for each device to contribute a little
to the combined total latency for the system.
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