SAM’s sports replay solution Livetouch is offering new models of sports workflow that break the basic architectural model and offers users new productivity and creativity.
Replay using disk based systems in sports events has maintained a consistent fundamental workflow since its inception during the 1980s, writes Tim Felstead, Head of Product Marketing, Snell Advanced Media (SAM). In sports replay workflows V1.0, users still persist with a basic record to and playback from a block of recording disks fast enough to handle a limited number of signals simultaneously.
These islands of recording are grouped together as blocks of inputs and outputs to form larger systems depending on the show to be made, number of sources, number of operators required, etc. These islands also determine the size of multi-cam groups such that the limit is the number of channels recording into one such block. Networks between islands of recording provide some streaming and exchange mechanisms for material, but these remain limited in capacity and quickly hit operational and technological hurdles.
While ancillary systems can allow browse, logging and some editing functions these fundamental limits concerning high data rate, high quality material have remained with us for years. With the advent of higher bandwidth demands such as HD, 3Gb/s progressive images, UHD material and 10 bit Wide Color Gamut and High Dynamic Range content these problems have been seriously exacerbated.
For craft editing and other workflows separate systems are required necessitating transfers or copies to be made to secondary storage areas, further occupying valuable network infrastructure and increasing overheads.
In answer to the question, ‘when is sports replay not instant?’ the answer is ‘when the sports production workflow needs to break the v1.0 architectural limitations’.