Gear in Use for School Esports Streaming
Learn more about sports streaming at Streaming Media's next event.
Watch the complete presentation from Streaming Media West, E105. Esports and Streaming in Education, in the Streaming Media Conference Video Portal.
Read the complete transcript of this clip:
Todd Conley: There's a lot of you know, $50 off-the-shelf commodity hardware that's used. Even in some of the more professional broadcasts, you know, I still see when I'm going and setting up for some major events, I still see, you can tell the difference between someone that started their broadcast career in Esports or came from, as I call it, Tsports, or traditional sports.
But at the end of the day, they're all producing the same signal, and most of the use cases are not even consuming a full, you know, 1080p60 stream. Even if you think you are on your fancy 4k phone, most of the providers are cutting that down.
So here's just some of the off-the-shelf gear, I'll skip through that slide, but this is the gear that we use for a high school Overwatch production, which consists of north of 40 camera angles if you could think about it? But it's all done with NDI--who's familiar with NDI? Of course you are, you're young. Okay. Jeff as well, 'cause he's building that into his broadcast trucks.
But just a couple things to point out here: this is, Overwatch is a game that involves 12 people sitting on a stage playing a match if you will. There's six on one team and six on the other team so you've got six computers, they all have little commodity webcams on top there, they've got their headsets where they're doing the game audio, and down there in the bottom left is kind of depicted three monitors that's a video mixing workstation if you will, there's a just a IP or POE switch that's powering everything, 'cause there's usually a couple other cameras in the network, in this case, we're leveraging some some POE cameras that send back NDI video, and give, you know, the audience or the production the ability to mess around with that pan, tilt, zoom functionality.
I'd say that's at the high end of the collegiate and high school productions, kind of in the middle range, you've got either prosumer or consumer-level cameras, anything that has an HDMI outlet, whether that's a GoPro, or in this case, that's a cheap Panasonic GH2, it's one of the cheapest DSLRs in the market that has clean HDMI out, so that's a $200 device, goes into a $100 HDMI capture device back into your box and now you've got any sort of nice lens you want to put onto that, in the bottom right, there's the Observer Machine, who doesn't know what an Observer Machine is in Esports?
Okay, thanks for raising your hand. An observer is a virtual cameraman, so almost all the games, there's actually another person that logs into the game, but instead of being one of the competitors, they're flying around a camera throughout the map or the environment in the game, and so you can think of that as the main sideline camera, but that camera can instantly teleport somewhere else in that game that's taking place. So that's really the, one of the feeds that's used a lot, and then you've got your real-life cameras if you will, that are capturing the players' faces or some of those moments and high fives that happen.
Jordan Rambis: Sorry, sorry. It's one of the harder things about an Esports broadcast 'cause if you're looking at traditional sport broadcast, there's a ball. So if you're you know, let's say for the announcers that are talking about the game, they're following it, everyone's looking at the same thing, right. In terms of a Esport match, like let's say League of Legends, there's three different primary lanes, five champions, playing on three lanes, where there might be simultaneous actions, so there has to be a lot of coordination with whoever is running as the observer, and the shoutcaster is calling the game.
You know, the more amateur streams will have the same person doing both, which makes it easier, but then as it goes on you're trying to check with what's going on throughout the entire map. So there are some, well, a lot of the tech and stuff that's coming out makes it a lot easier to stream an Esport match than it would be a traditional sport match. The actual content can be more difficult to follow at times, just because of all the simultaneous action. There are some games that have a ball, like rocket league, but for the most part most of them have simultaneous action during an Estream.
LiveU's Ben Gabrielson explains how LiveU enables multicam--aerial and oar-level--coverage, remote production, and streaming to ESPN+ for Harvard crew in this clip from ESports and Sports Streaming Summit 2019. Learn more at www.streamingmedia.com.
Twitch VP Sales Katherine Bowe and Streamer Brooke "Dodger" Thorne discuss streamer community building and interaction in this clip from their fireside chat at Esports & Sports Streaming Summit at Streaming Media West 2019.
VisualON SVP and Head of Business Development Michael Jones discusses the challenges and timetable for reaching <1 second latency in large-scale live sports streaming in this clip from Esports & Sports Streaming Summit at Streaming Media West 2019.
Lightstream's Stu Grubbs discusses Lightstream's cloud-native live video production architecture in this clip from Esports & Sports Streaming Summit at Streaming Media West 2019.
USA Softball's Codi Warren and Maestro.io's Ari Evans discuss how brands meet more and less knowledgeable sports and eSports viewers where they are in this clip from their panel at Esports & Sports Streaming Summit at Streaming Media West 2019.
Nitro Circus VP of digital content Remi Guyton discusses emerging opportunities in action sports streaming in this clip from ESports & Sports Streaming Summit at Streaming Media West 2019.
Mux Founder & Head of Product Steve Heffernan discusses the pros and cons of different methods of lowering latency for large-scale live sports event streaming in this clip from Streaming Media West 2019.
Comcast Technology Solutions' Matt Smith, Fox Sports' Michael Bucklin, and BC Live's Stefan Richardson discuss what draws audiences ti sports content in this clip from ESports & Sports Streaming Summit at Streaming Media West 2019.
University of Oklahoma Assistant Athletic Director Jacob Potter discusses how his department met the challenges of filming golf on a tight budget with a LiveU Solo-driven workflow in this clip from Streaming Media West 2019.
Google's Kiran Paranjpe, WWE's Jared Smith, World Surf League's Rich Robinson, and NASCAR Digital's Brendan Reiley discuss sports streaming distribution strategies in this clip from Streaming Media West 2019.
The latest innovations and growing affordability of livestreaming technology have opened the esports livestreaming market to the average consumers, allowing anyone to become a live streamer with the right tools. Learn how the latest technology developments have enabled esports fans to join YouTube, Twitch, Mixer, or other livestreaming services.
Google Head of Sports & Entertainment Kiran Paranjpe, NASCAR Digital Media Director Brendan Reiley, World Surf League SVP Rich Robinson, and WWE SVP Jared Smith discuss what's driving sports streaming in their keynote at Streaming Media West 2019.