A new generation of playout and channel branding graphics solutions

RT Software’s playout and channel branding graphics are on air with many of the best known and largest broadcasters in the world.
Architecturally, we offer two approaches to utilise these graphics:

  • An embeddable graphics software library (rt_dll) for “channel in a box” vendors such as Grass Valley.
  • Live. A more traditional “external graphics box” approach requiring dedicated graphics hardware that is available to all.

The functionally, creation and control of graphics is essentially the same whichever approach is adopted.

Offline creation of graphics templates is handled by our standard editors on a PC workstation, with Swift particularly aligned to the needs of playout and branding.

At the playout centre the graphics are rendered and controlled using one of our extensive methods of remote control (incorporated as standard in all our products).  Rendering is performed either by:

  • Our embedded OEM graphics library sold by the “channel in a box” vendor.
  • Swift-Live, running on appropriate single or dual channel hardware.
  • 3d-Live, running on appropriate single or dual channel hardware.

RT Software also provide a range of infrastructure products to facilitate and enhance the graphics workflow:

  • Repository – Ensure the latest version of a graphic is used across all channels (or roll-back to a previous version).
  • MediaWatcher – Import graphical assets and data from third party applications.
  • WebControl – Asynchronous control of rendering from any position on the network
Enquire about Playout graphics now

Key Features and Benefits of RT Software Playout Graphics

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Easy template creation

Especially true of the Swift editor, all our products deliver a new paradigm for playout graphics offering a low price point per channel, the ability to handle extremely complex and demanding graphics yet retaining an ease of use that you need to witness first hand.

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All the functionality needed for playout and channel branding graphics: CG, stills, clips video, audio, 2D & 3D DVEs, scripting, up-stream or down-stream keying.

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Designed for 24/7 operations with support for video bypass and dynamic asset loading. Detailed logging capabilities trap significant events and can automate fail-over. Add additional backup hardware and swap over licence dongles if needed. Hot standby licences are available at preferential prices.

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The systems know about assets required and will look ahead and flag if assets are missing. In addition, rich event logging can assist with validations and troubleshooting.

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Future Ready

UHD, HDR, IP, NDI – wherever you are going, we have you covered.

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Graphics can be populated and controlled by the scheduling system, or asynchronously by manual control (using WebControl) or by other control systems driving ticker, L graphics or the like using network protocols.

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Widely Supported

Native support of the protocols used by leading vendors along with a plug in architecture meaning new protocols can easily be added.

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Multichannel / low footprint

Our integrated solution provides multiple video inputs, streaming from local disks, embedded linear keyer and full audio support all from a single box. Minimise equipment footprint by running up to 3 channels from a single hardware device, or run individual channels from a 1RU platform.

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For large scale deployments we have a range of products to facilitate distribution of graphics projects, dynamic graphics assets, and ingesting graphic data. See full details on our infrastructure products here.

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The graphics capability is available as a software library for 3rd party companies to embed. See here for details on our OEM products.

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These are a new generation of future ready, flexible playout graphics platforms that run on freely available locally sourced hardware.


Automate the ingest of external data or graphic assets into your on air graphic.

With MediaWatcher media assets such as images or video clips are automatically converted into a format that that can be used in your tOG on air graphics.

Text data heavy graphics such as results or stats can be automatically updated from feeds such as OPTA, RSS or or any Serial feed. The text is automatically ingested, processed and loaded for use by tOG graphics.


Sold as part of a more complete system (including Swift and Live)
Sold on a per licence / machine basis.


This application requires no special hardware and is supported on both Linux
and Windows. There are the following caveats:

• Office spreadsheet files are not supported on Linux
• extension throught plugins is not supported on Windows.

Key Benefits.

  • Automates arduous housekeeping tasks, lowering costs and time associated with prepping graphics prior to going on air.
  • Text data for news graphics, sports results or stats are always up to date and can even be updated whilst live on air. Be ahead of your competition by giving your viewers the most up to date information.
  • Media assets can be converted from a wide variety of formats, receive assets in whichever format you wish.
  • Watches a specific folder, ensure the correct assets or information is going to air.
  • Plugins for data sources such as CSV, RSS, XLS or Opta, take data from any source.

Swift Specifications


In the following tables the key features of the Swift broadcast graphics editor are summarised. This is not an exhaustive list, so if your requirement need something not listed here then please contact us for advice.

Architecture features

Base architecture OpenGL2.0 compliant real time rendering environment with scene graph hierarchy editing.
Native primitive support Inbuilt 2d primitives including squares, triangles, ellipse and circles,
Project level Features Preferences (local settings – video, audio), undo/redo, performance analysis, debug, project cleanup, etc.
Linked Object Values Link animation and/or data inputs on object values.
Graphics Transitions Assigned layers Logic can be applied to control transitions from graphic to graphic. Unlimited Layers.
Data Inputs Data can be entered manually near to air by an operator, automatically retrieved from local or external databases or provided by a feed.
Asset management Handled externally with Repository. Easy import / export of graphics from one project / system to another.
Independent Layers 2D scenes can be built of independent layers that can be individually ordered.
Texture Maps Multi-Channel support for Colour and Alpha
Rendering features Graphics are rendered at fields rate and anti-aliased,
Styles Typically used to link fonts, font colour, font effect into a house or graphic style


External content support

Font support Import native TrueType Fonts (.ttf) or Unicode Fonts as either scalable geometry or textured text bitmaps.
Image Support Includes tga + alpha (recommended), png + alpha (recommended), tif + alpha, bmp no alpha, and jpg no alpha.

Max size is 2048 x 2048.

Supported “in graphic” video standards All broadcast video standards up to UHD 50/60i.
Internal video channels There are two video channels available.
Clip Support All popular video clip formats are supported natively with the included ffmpeg codecs (see http:// ffmpeg.org/general.html#Video-Codecs). For broadcast use, we recommend that MPEG 4 encoded files with a bitrate of at least 5000Kbit/s are used.

The following wrappers are supported. Quicktime (mov), avi, mxf, and mp4.

Video file formats include WMV1/2/3, Mpeg4 pt2, mpeg1, mpeg2, H264, HuffyYUV, MJpeg, FLV, VC-1, DV25/50/100, and YUV420/2 (raw).

The Clip formats for alpha include QuickTime rle (QT Animation), HuffyYUV, uncompressed RGBA, PNG single movie file (MNG), TGA Sequence, PNG Sequence, and TMV (Tog internal format).

Recommended codecs with alpha channels for Quicktime wrapped movies include Animation, PNG, TGA, and Planar rgb.


Design features

Interaction Traditional 2D preview window with full on-screen manipulation and selection of objects.
Materials Control of colour rgb/hsv and control of transparency.
Shader Editor For control of materials.
Images X, Y position

Scale size and mip mapping level

TimeLine The timeline view gives the user complete control over animation sequencing and timing.  Ability to set start/stop/duration of individual animations

Ability to cut/paste/copy

Animators Keyframe animation of objects on scene. Ability to set duration and ease in / ease out.Create and control animations on all values that appear within the editors. Use bi-cubic spline, ramp, cyclic or step animators that can repeat or be dynamic for both start or end values.
Methods Provision of on / off methods
Inputs Associate external data with node and animator attributes with data values being passed from the playout system via MOS.
Text Tools Comprehensive text tools, including:

·     x, y size

·     Controls for horizontal and vertical alignment

·     Character/word/line spacing and autowrap.

·     Styles including underline, bold and drop shadow

·     Shading lighting and texturing.

·     Text Overrun Prevention using a max x or y size.

Multi-Language Facilitated by left to right, right to left, and vertical text options for languages such as Cyrillic, Chinese/Japanese and Arabic.
Ticker and Crawl tools Facilitated by the Ticker Node
Clocks System time (with an offset), elapsed time, countdown, external and multiple clocks are all supported.
Graphics Nodes available within Edit Includes – Audio, Alpha, Clip plane, Clock, Roller, Text, Ticker, Transform, Video Screen.


Audio features

Audio Node in tOG-Edit Set up, animate and control audio (volume and mute) in a frame accurate manner across 16 channels of audio in and out.
Embedded audio in clips Mono, stereo and 5.1 surround are supported. These can be 16/24/32 bit at 48 KHz.
Audio files Mono and stereo .wav files are supported. These can be PCM 16/24/32 bit at 48 KHz .
Multi channel input with audio 2 channels of video are implemented at present with 16 audio channels per video channel (32 channels of audio in total).


Category Description Edit-3D Swift
Out of the Box Experience Graphic creation
Importing and composing various templates in the editor
Powerful control, with some manual setup Simplified workflow, common solutions are set up automatically
Output setup Full control over the camera output settings, with support for rendering through multiple camera nodes Single camera setup to work with Pixel Units. Artists will find it similar to Photoshop.
Browsers and assets Multiple browsers for various data-types such as 3D models, shaders and more Most important browsers for 2D, such as images fonts and graphics.
Cameras Z-axis view.
Perspective scene camera.
Pixel aligned scene camera
Physics Physics Node
Cloth (flags), rigidbody physics & particles
Transparency and Masking Depth sorting

Take control of ordering with the Depth sorting and the Sort Node.

Clipping planes
Cut and slice into your designs for wipes and other effects. Adjust the falloff of the wipe by softening the edges.
Limited – Soft Edges Not Available
Alpha Node
Control the transparency of objects, making it fast and easy to create fading effects.
Masking by mattes
Use bitmaps and videos to hide or reveal your graphics, allowing for incredibly complex graphics.
Manual Setup Required Integrated in Workflow
Clocks and Events Current time
Can be based on system, network and offset times.
Clock formats
Configurable layouts for all popular clocks.
Tie events and tasks to times.
Geometry and Shapes Extruded geometry
Using drawn edges or a custom mesh
Custom geometry
This can be imported from any software supporting FBX or OBJ file. Models can be dragged and dropped into the scene.
Dynamic geometry
The Dynamic Geometry Node allows you to create and adjust geometry interactively in the editor.
2D Shapes Only
Animation Skinning
Bring in your animated skeletal meshes, such as characters, ready to render.
Feature packed timeline.
Create ease-ins and outs, or set looping and more!
Animate everything
Often cited as a key advantage of our editors.
Shading and Effects Lights
Support for point lights, spotlights and directional lights.
Post process effects
Apply effects specifically where needed.
Custom shaders
PBR support along with imports of custom CGFX shaders all accessible through the GUI.
Effects Node
Access in real time to effects such as Lens Flares, Fog and Shadows.
Shader editor
Bring images, video and colour to your graphics with our powerful shader editor
Video Input & output
Create in confidence for SDI, NDI, IP and file based environments.
DVE effects
Make use of the Video Screen Node for squeeze backs and other effects on your live Video-In.
3D 2D
Imported clips
Playback of clips from disk in popular broadcast formats.
Fonts Custom fonts
Import custom fonts
Character animation
Animate the characters of text to fade or snap into place in sequence
Unicode support
Render many fonts from various languages and scriptures.
Audio Embedded audio
Up to 16 channels of animatable, mixable audio.
Audio files
Support for file based audio from disk.
Images Image wrapping
Control how the texture is mapped to the surface with camera projections, tiling and more
Texture types
Texture formats such as 2D textures (common), 3D, cubemap and more.
2D only
Image formats
Support for popular creative image file formats.
Data and Functionality User code
Solve complex graphic scenarios with Ruby scripts.
Links Node

Use Data Links to dynamically share data across graphic elements.

Input Data directly into templates.
Use common data sources in our input system to drive complex graphics which require large data sets.
Duplicates Node
Significantly reduce the time needed to create repetitions. It can use data to limit items and animation delays to create fancy effects and much more.
Graphics Playout Playout interface
Perfect for testing graphics.
Graphics Layers and Transitions
When running multiple graphics, utilize layers and transitions to hide or remove graphics from the scene and bring them back again when required.
Text Text formatting
Scaling text, controlling line, word and character offsets and more. Options for “shrink to fit and automatically wrapping.

Support for data driven tickers, in either a horizontal or vertical format. Supports static / dynamic images.

Miscellaneous Billboarding Node
Always face the camera with our Billboard Node.
Render to texture node
Simulate 3D effects on 2D surfaces or create portals and other amazing effects.
Mirror Node
Create a mirror image of your scene perhaps for reflections and for symmetrical scenes.
Select Node
Enable/disable entire branches in the Scene Graph. Loop through geometry to create flipbook animations.
Trajectory Node
Move objects along paths.
If we’re missing any functionality you require, you can get a plugin written that will add it.



Repository is a valuable tool for installations of multiple tOG render and
edit stations allowing central storage, management and distribution 
of tOG Projects and assets to all tOG devices.

The system administrator can create the central repository and manage
user rights and permissions. Once a tOG-Asset is created, the designer checks
the asset into Repository, and assigns it to the appropriate project.
These assets are then distributed to multiple playout devices in a controlled
or automated way either by being pushed by tOG Repository or retrieved by
the playout operator.

All subsequent changes and modifications to any project assets are tracked,
giving the ability to rollback to previous versions if required.

Once a designer has finished a design all they need to do is to check it in,
Repository takes care of the rest by making sure the assets are delivered
to the relevant renders. Invaluable for multi camera Virtual Studios.


Sold as part of a more complete system (including Swift or Edit-3d and Live)
Repository server licence required for central repository
(usually only one needed per installation).
Repository client licence required for each tOG-Edit station.


This application requires no special hardware and is supported on both Linux
and Windows for both the server and client applications.


Key Benefits

  • Users are added and rights set by administrator, minimising
    the risk or unskilled operators deleting or modifying valuable
    assets in error.
  • Backups can be automated, never lose your assets.
  • Automated distribution makes sure most recent assets are where
    they need to be, guaranteeing consistency.
  • Distribution across multiple production machines is achieved with just one click, your playout devices always play out the latest graphics.
  • Specifically designed to handle tOG Projects and associated structure.
  • Interfaces to industry-standard source management system SVN.
  • Revert, remove or archive local project changes.
  • Have confidence that all your Virtual Studio cameras are rendering the
    correct graphic.



Live is our powerful broadcast graphics rendering solution that delivers fill and key or composited video and graphics output.

It is available in two versions, in line with your choice of our graphics creation editors:

  • Swift-Live, for use with graphics templates originated on our Swift editor.
  • 3d-Live, for use with templates created on Swift and Edit-3d.

Live is more than an engine, it offers sophistication which – depending on hardware – can include:

  • Multiple channels of broadcast video and audio inputs to facilitate the use of multiple video sources within graphics.
  • Independently configured output across multiple channels / formats.
  • Support for all popular broadcast standards including SDI HD, UHD, DVI, HDMI, NDI and IP.
  • Operate stand-alone or coexist with our Editor and Control Applications / hardware.

The hardware is a cost-effective Windows broadcast specification PC that you can purchase locally against our specifications.

OEM embeddable Library

At the heart of all our broadcast graphics products is the powerful rendering engine. It is feature rich, delivering high quality graphics – yet is highly efficient software with a light touch on system resources. This makes it perfect for embedding in third party applications.

Available to you as a dynamic linked library (dll) for Windows applications, it is unique in having two distinct price points:

  • rt_dll2d. Our 2D rendering library. Compatible with templates created in Swift.
  • rt_dll3d. Our 3D rendering library. Compatible with templates created in Edit-3d.

The rich video handling capabilities of the engine, combined with live graphics capabilities means the obvious application is channel playout. This approach has been adopted by significant players in the industry such as Grass Valley and Digital Broadcast Inc, and with many hundreds of household name channels on air with embedded RT Software graphics around the world.

Powerful video handling capabilities also make it perfect for emerging applications such as big venue screen solutions, video walls, presentation systems and cloud based solutions.


Providing flexible gallery playout using a dynamic and configurable HTML5 based control running through a Chrome browser. Any connected workstation can control any renderer as long as permission has been granted. User permissions and rights are configured by an administrator through DataServer to prevent unauthorised or accidental control.

The Optional preview functionality allows the WebControl user to see a full preview of the next graphic from within their interface before taking the graphic to air.

The control interface is user configurable to allow the the playout operator choices of types of templates to insert into a rundown, ticker, clock, lower third, virtual studio graphics etc. In addition, the operator can be given control over content, either to select content from an external data source or to manually enter content for last minute requirements.

Multiple instances of Live renderers can be controlled from on WebControl interface making it perfect for multiple camera VR studios. From one post, an operator can control each camera’s renderer allowing transitions between graphic elements or even the background set whilst the program is on air. A single operator has complete control of all virtual studio graphics with an interface specifically tailored to their needs.

Failover is built in to WebControl with the ability to assign a new renderer to a camera in the event of failure, or even control the set in a completely different studio.

With a completely configurable control interface and an option to show a rendered preview, risk of mistakes in the rundown are minimised.


Sold as part of a more complete system (including Swift and Edit-3d and Live)
Sold on a per licence / machine basis.


This application requires no special hardware and is supported on both Linux
and Windows.

Key Benefits

  • Central control from one control point of multiple studios.
  • Cost effective redundancy is achieved easily as only a basic PC with a network connection is required.
  • Interface is easily configurable by the customer, you do not need the help of RT Software when the Virtual Studio is re-designed.
  • Minimal training and skills required, can be operated by a PA.
  • Controlled swapping of a renderer in case of failure minimising down time.
  • More than one control point can be used at the same time to control the same studio, one operator can be controlling graphics, another doing the keying.
  • Optional preview ability to increase on air confidence.
  • Manage permissions and user account sessions to prevent unauthorised or accidental control.