installations. During the design process we focused on a set of priorities that
we valued the most:
1.1.1
Solid-State
The solid-state aspect was perhaps the most important trait that made the
CueCore1 a default choice for many system designers. The QuadCore continues
this design without any moving part, without forced cooling, and its data safely
stored in flash memory. The resulted reliability outperforms any PC based
lighting system.
1.1.2
Multi-zone Replay Unit
One of the principle functions of the QuadCore is to playback DMX shows. We
took a lot of consideration into making this feature as powerful as possible with
the given hardware platform. The playback mechanism we developed can control
six different zones. Each zone will be controlled by a completely independent
playback. This playback features many options that provides the freedom to
the users to employ very smart programming. These options include intensity,
rate, precedence, release-time, repeating, fading and inter-cue conditions.
1.1.3
Networking
Our world is one big connected network and the QuadCore will blend in nicely.
This Ethernet-based device is setup via DHCP or static address, hosts a modern
web-interface for programming and is of course also powered by PoE.
1.1.4
Protocol Conversion
One of the strongest Unique Selling Points of the products designed at Visual
Productions is the number of communication protocols supported. The Quad-
Core further raises this bar. It contains protocols familiar to the CueCore1
(DMX, Art-Net, UDP, OSC) and introduces a fresh set of new protocols: sACN,
KiNet, TCP and NTP. This vast collection of protocols can be used for record-
ing, sending, triggering and converting.
1.1.5
Scalability
One QuadCore can do a lot, multiple QuadCore units can do even more. Through
using CueluxPro it is possible to control up to 32 universes by connecting multi-
ple QuadCore units. For stand-alone scenarios we even developed a brand new
Master/Slave protocol that, once set up with just a few mouse clicks, allows 25
QuadCore to work together and keep 100 universes synchronised at 40 frames
per second.
8
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