Live 360° VR opens a whole new world of immersive viewing. Imagine sitting ringside at the next blockbuster boxing match, or in the stand at the world cup final. VR brings “virtual seats” to a large group of people, letting them attend an experience an event in first person from the comfort of their own home.

Through webcast streams, we can deliver full 360×180° up to 25fps in web-optimized 3840x2160p or 1280x960p. We have the flexibility to stream for lower numbers at higher bitrates, meaning less compression and more resolution for select audiences using HMD’s such as Oculus Rift and HTC Vive.

Our custom app development can then integrate the live feed into a mobile application for users unable to stream the live content.

We are working to integrate SDI protocols and broadcast systems into flyaway units to bring a higher level of broadcast quality to our clients.







Rather than simply plonking VR cameras around an event, we are looking to move the concept forwards to match current 2D broadcasting creativity. We aim for 3 VR camera setups during an event, all of which are live-stitched and cut between using the latest in 4K mixing and encoding equipment.

We have put R&D resources into understanding the limitations of camera mobility and effects on end viewers, meaning we can offer options such as affordable cable-based movement without making the audience disorientated or uncomfortable.

Our VR delivery is generally RTMP based through a common DCN. We compress on a h.264 codec at a reasonable bitrate of around 2000kpbs, meaning we can stream fairly uncompressed footage to large numbers of viewers synchonrously. Typically this would be at 1080p HD, althought 4K can be achieved.

We are working to achieve SDI-based flyaway units based on common broadcasting architecture to enable live cutting and common fading/graphics.

Although untested at this time, we hope to offer wireless RF-based wireless capability in the near future and are working on 4G capabilities for delivery.

We commonly require an upload of 4-10mbps locally for our streams to work sufficiently, dependent on the camera feeds and if there is any camera movement required.

Export tends to be for online web platforms. These can be targeted for desktop based viewers, or more involved with HMD’s such as Oculus in mind. Dependent on budget, there are few limitations on the size of the audience that can be reached with an immersive VR broadcast.