Viz Engine Release Notes

Version 5.0 | Published February 01, 2024 ©

Viz Engine Release Notes

Viz Engine 5.0.1

Release Date: 2022-12-19

These are the release notes for Viz Engine version 5.0.1. This document describes the user-visible changes that have been made to the software since release 5.0.0.

Note: Viz Artist maintains its release notes in a separate document starting from version 3.12.0.

Driver Versions

These are the recommended driver versions for various hardware components:


Driver Version

Nvidia Ampere, Turing, Volta, Pascal and Maxwell GPUs


Nvidia Kepler GPUs

473.47 (419.17 for older boards)

Matrox Topology based boards


Bluefish Supernova Firmware


Firmware 2021/06/23

Codemeter Runtime Kit


AV PCL/PCI Plura Timecode Reader


Matrox Drivers

  • For Matrox video cards, driver version is required. This version is mandatory. Pre-Release versions are not supported.

  • Uninstall previous versions of Matrox DSXUtils prior to installing this driver.

  • Use DSX-TopologyUtils.exe for driver setup.

  • Install drivers only from a local drive.

  • Reboot between uninstall and install of drivers, and another time after the installation has finished.

  • The VfW codecs are included in this driver, so uninstall previous versions of the Matrox VfW codecs and do not install any Matrox VfW codecs over the regular driver installation.

Fixed Issues



Performance drop when using text geometry with TFx plugins and font effects


Action keyframes in channel only directors get ignored


Classic scene in Back layer is still visible when using a Viz Engine Renderer scene


Command on GFX port potentially ignored when superchannel port receives a command simultaneously


Foreground clip does not affect alpha anymore (Arena Image-Based)


Wrong text wrapping with spaces


TextFX Alpha does not work when Text rendering mode set to Geometry


UE: wrong texture sent when precision keyer is enabled and disabled


Tone mapping animations deleted after scene save and reload


UE: Trio aborts scene import when "Bind with Unreal Engine" inside the Control Object is active


Text bounding box is not updated by some changes


UE: Compositor - Fixed Double Outlines


Viz Engine running out of audio samples at application start


STAGE*TIMELINE LOCK returns inversed value


DVE Video and Audio Delay is 1 field off


Delay section in configuration profiles not taken into consideration


UE: Can't modify multiple Control Objects at once using Viz Arc


Image in Superchannels in Viz Engine Pipeline ignores alpha channel


Classic scene isn't visible in Front or Back layer when running in Engine mode without a main scene


Viz Engine program failure after loading timeout with specific VS scene


UE: Delay between Viz and Unreal graphics when using camera zoom


Matrox topology isn't created after system reboot


Stop point on frame 0 gets ignored in Artist mode


UE: Program failure when loading a Vizrt Texture by location


Fixed live icon updates in scene tree


Viz Engine Renderer: OpenGL error when modifying sampler can lead to stripes on RazorText


Startup parameter -o doesn't work with scene path anymore


Scene Tree: copy container itself flattens structure


Razor Font rendering broken on some machines


29 issues

Known Issues



AEExport.aex is not copied to After Effects Plug-ins folder after a repair of the Viz Engine installation


AJA IO: Embedded Audio only available if SDI Input enabled


AJA/ Bluefish: Switching frequency results in output frame buffer issue


Add DEBUG_TRANSITION command to superchannel


Add IsSceneinScene property to scene.script


Add IsSubScene into VSL


Alpha support for WEBM with VP8/VP9 and MKV with VP8/VP9


Always create new Matrox topology during startup


Consolidation of logging settings and configuration


Default timed command bias is not correct


EXR images with DXT compression are not supported


Execution logic is not applied to a template created from Transition Logic scene


GFX Video Output not working


GH Sync: support main/replication setup


ImageEditor to handle 16bit images


Improve VizEngine startup time


Improve ringbuffer size configuration


Maya 2024 doesn't support Viz Maya plugin


Mouse callbacks missing/broken in Viz Enginer Renderer


No cursor shown in Trio local preview for Viz Engine scene


No error message while nested scenes using the same GFX Channels as the scene they are nested into


Playback of audio clips without extension in VML Player


Precision Keyer signal output on preview channel


Preview Feature not working in Viz Engine Renderer Pipeline


Stage: Startkeyframe gets set wrong when hitting keyframe button


Text: global config for default font style


Upgrade Nvidia driver version to support vGPU 16.x and ESXI 8.x


Used lens distortion parameters not in sync with main scene


28 issues

  • Subchannel in Superchannels do not change their priority for transition animations. This can affect switcher scenes.

Important: On x.mio5 systems in 1080i with active Fast Texture mode the following flag needs to be set: Matrox0.VideoOut1.NodeFrameDelay = 1. This flag is only visible once the verbose mode has been set in the configuration file. This increases the delay by one frame (four frames instead of three frames).

Note: Large scenes could have a slightly increased load time in this version to avoid possible failover issues.


Upcoming Changes

  • Nvidia Kepler GPUs will be deprecated (Nvidia isn't supporting Kepler boards in newer driver versions anymore).

  • Bluefish Supernova boards will be deprecated in Viz Engine 5.1.

Changes: Renderer

  • Texture Slot plug-in only allows access to emissive and base color due limited shader size on some GPUs.

  • Text wrapping behavior changed to prevent spaces at the beginning of new lines for both horizontal and vertical text direction. This could cause a noticeable difference in the text layout depending on the used text and text box size.

Viz Engine 5.0.0

Release Date: 2022-09-27

These are the release notes for Viz Engine version 5.0.0. This document describes the user-visible changes that have been made to the software since release 4.4.1.

Note: Viz Artist maintains its release notes in a separate document starting from version 3.12.0.

Installer Notes


The Software ships with a bundle installer containing all necessary components. It is recommended to use the bundle installer when setup needs to be done manually.

  • The Setup application (both MSI and Bundle installer) must be run in Administrator mode.

  • Visual C++ Redistributable files are no longer part of the .msi setup file. These files are now installed with the bundle setup application (VIZENG-13210, VIZENG-12629, VIZENG-12701).

  • The bundle setup application installs or upgrades Viz Artist together with its required Visual C++ Redistributable files (VIZENG-12936, VIZENG-13804).

  • All files contained in the bundle setup application can be extracted using the /dump command line option. This creates a sub-folder where the files are extracted (VIZENG-13020).

  • Multiple installations of Viz Engine are not supported.

  • The installer automatically upgrades (replaces) any existing Viz Artist/Viz Engine 3.x installation. However, downgrading is currently not supported (VIZENG-7098).

  • If Adobe After Effects is installed after Viz Engine, then the Viz installer needs to be executed again to install the AE plug-in (VIZENG-7876).

  • The user account must have SeCreateGlobalPrivilege (SE_CREATE_GLOBAL_NAME) enabled.

  • The configuration profiles shipped with Viz Engine guarantee a correct Audio/Video delay to have a proper lip-sync setup or a correct video wall installation. A manual configuration (for example, number of inputs, clips, etc.) is still necessary after applying these profiles (VIZENG-18861).

  • To use Global Illumination in Viz Artist/Viz Engine, at least Direct X version 9 is required. An installer can be found here: (VIZENG-19983).

  • The Basic, Viz DataPool, Viz PixelFX, Viz Maps, Viz Extension and Viz Socialize plug-ins are released together with Viz Engine starting with version 4.0.0 and are included in the bundle installer. The basic plug-ins are installed by default.


  • This software has been tested to run on Windows 10 (LTSC 1809), Windows 11 and Server 2019 and Server 2022.

  • Windows transparency effects should be turned off (former known as Aero). In Windows 10 set Show transparency in Windows to Off in Settings > Display and Transparency effects to Off in Settings > Personalization > Colors > More options.

  • Power management and hibernation-mode must be turned off under Windows. You can execute powercfg -h off to remove hiberfil.sys from the hard disk.

  • It is recommended to install the latest Windows Security Updates and Patches, except Nvidia updates.

  • Installations on Windows 10 are only supported on their respective supported hardware (see Supported Systems).

  • Dot.NET framework 4.5 or higher is required (VIZENG-6036).

  • The minimum Windows Installer version is now 5.0.0 (VIZENG-10146).

To run Viz Engine without Administrator privileges you need to grant the following permissions:

  • SeIncreaseBasePriorityPrivilege

  • SeCreateGlobalPrivilege

  • SeCreatePagefilePrivilege

  • SeIncreaseWorkingSetPrivilege


  • Viz Engine is UAC aware. Configuration-files, profiles, log-files and additional files are stored in %VIZ_PROGRAMDATA%, which defaults to %ProgramData%\Vizrt\VizEngine. Temporary data is stored in %VIZ_TEMPDATA% which defaults to %TMP%\Vizrt\VizEngine. The default value can be changed in the command line of viz.exe.

  • Existing Lens files are copied from %ProgramFiles% install folder to the new UAC aware %ProgramData% folder during installation (VIZENG-8757).

  • Existing Viz configuration files are copied from %ProgramFiles% install folder to the new UAC aware %ProgramData% folder during installation (VIZENG-7472).

Cinema 4D

  • Cinema 4D LiveLink Installation: The installer searches the following location first: %ProgramFiles%\MAXON\CINEMA 4D R16\plugins (VIZENG-7965).

  • Cinema 4D LiveLink package can be installed any time later by using Viz Artist Installer in Repair mode. Its installation folder is not selectable anymore (VIZENG-8996).

  • Cinema 4D R23 or newer: LiveLink plugin is available at %ProgramFiles%\Vizrt\VizEngine\CINEMA 4D LiveLink\R23 (VIZENG-25344).

Driver Versions

These are the recommended driver versions for various hardware components:


Driver Version

Nvidia Ampere, Turing, Volta, Pascal and Maxwell GPUs


Nvidia Kepler GPUs

473.47 (419.17 for older boards)

Matrox Topology based boards


Bluefish Supernova Firmware


Firmware 2021/06/23

Codemeter Runtime Kit


AV PCL/PCI Plura Timecode Reader


Nvidia Drivers

Information: Please refer to for information about the DCH and Standard driver versions and how to install a missing Nvidia control panel.

Nvidia driver 516.59 is recommended for Quadro GPUs with Ampere, Turing, Volta, Pascal or Maxwell Technology cards. Kepler GPUs are still supported with driver version 473.47 . Boards that do not support this version of the driver, should use rev. 419.17.

Important: Due to necessary upgrades in the driver, GPUDirect is no longer supported with the older drivers 473.47 and 419.17 when used together with a Matrox video board.

Information: Some GPUs (like M6000) disable GPUDirect support if the wrong Nvidia driver is used!

Nvidia driver configuration (Manage 3D settings):


Vertical sync

Force Off (except Videowall and systems without video hardware)

Unified Back Buffer


Power management mode

Prefer maximum performance

Antialiasing mode

Enhance the application setting

Antialiasing setting

4x (4xMS)


Workstation App - Dynamic Streaming profile (for systems with video hardware)
3D App - Video Editing (for systems without video hardware)

Important: Viz Engine will not start if an outdated driver is used.

Matrox Drivers

  • For Matrox video cards, driver version is required. This version is mandatory. Pre-Release versions are not supported.

  • Matrox drivers with _EV.exe extension are suitable for Windows 10/Server 2016 systems with secure boot.

  • Uninstall previous versions of Matrox DSXUtils prior to installing this driver.

  • Either DSX-TopologyUtils.exe or DSX-TopologyUtils_EV.exe must be used.

  • Install drivers only from a local drive.

  • Reboot between uninstall and install of drivers, and another time after the installation has finished.

  • The VfW codecs are included in this driver, so uninstall previous versions of the Matrox VfW codecs and do not install any Matrox VfW codecs over the regular driver installation.

Other Drivers

  • The latest firmware for Supernova and Supernova S+ is 162.

  • The latest firmware for Neutron is 1i2o 35, there is no longer 1in1out firmware.

  • The recommended firmware for AJA IO4K+ devices is 2021/06/23.

  • The recommended driver version for Plura AV timecode reader cards is 5.34.

Please refer to the Viz Engine Administrator Guide for which drivers and driver settings to use.

Given that a supported Matrox device is installed, the following codecs are supported for post-rendering with MatroxFileWriter and the ClipOut channels:

  • RLE (animation), playback only

  • H.264

  • Apple ProRes

  • HDV

  • XDCam

  • DVCPro

  • DNxHD (4849)

  • XAVC (UHD requires M264 board)

  • The clog command now includes all child processes. Upon abnormal end, all child processes are terminated before a restart is attempted (VIZENG-11361).

Upgrade Notes

  • The configuration file for Viz Engine has a new naming scheme starting with version 4.0, and can be found at %ProgramData%\Vizrt\VizEngine\VizEngine-{instance}.cfg.

  • Existing Viz 3 configuration files, Genlock and IP configuration settings are migrated automatically by Viz Engine.

  • Viz Engine version 4.x and later no longer support Viz IO.

  • The old Shared Memory output is not supported on the Viz Engine Pipeline.

  • Scenes using the BrowserCEF plug-in automatically migrate to use the new Browser plug-in.

  • For scenes utilizing the new Precision Keyer (Virtual Sets) it is recommended to use the new Video IO mode V4 pipeline. Talent Reflection, Holdout Matte and Precision-keyed assets within the scene tree do not work properly when using the v3_io.

Information: Viz Engine is not forward compatible. Opening scenes created in this version of Viz Engine might drop warnings when opening in previous versions.

Licensing Model

  • The CodeMeter Runtime (installed with the bundle installer) is required to use the WIBU license system. Details can be found in the manual in section "WIBU-based Licensing System". Please refer to the documentation on how to apply a license container.

  • Cloud-based installations require a license server, standalone cloud installations are not supported.

Other Upgrade Notes

  • dongles are no longer supported as of missing USB driver support for Windows 10.

  • Viz Engine is not forward compatible! A scene saved with this version might look different if you open it in a previous version. This affects scenes containing more than four streaming channels.

  • Viz Engine does not support half-height rendering anymore.

  • Lens distortion uses a slightly different norm since revision 54263. If you need older lens files, please use use_lens_compatibility_mode = 1 in the config file.

  • Viz Artist is now being started by the Viz Engine process and not by command file anymore. If you start viz.exe and VizGui.exe independently, the Restart Current option fails.

A 64-bit version of each codec must be installed to work with Softclip64. Most codecs come with an installation manual on how to correctly install them.

Softclip64 has been tested to work with the following 64-bit codecs:

  • HuvYuff Version 2.1.1

  • Lagarith Version 1.3.27

  • Newtek SpeedHQ

Virtual Environments

The following GPUs are currently supported (Kepler are only supported in Classic Render Pipeline):
The listed driver version is the one the system has been tested with.
The following GPUs are supported in virtualized environments:


A10G (511.65)

NVidia RTX6000 (462.31)

Nvidia Tesla V100 (425.31)

NVidia T4 Tensor Core (471.68)

NVidia M40 (377.35 only)

NVidia K2 (370.28 only) VDGA (1)

A40 (462.31) (2)

NVidia M60 (462.31)

NVidia K2 (370.28 only) VGPU (K280Q, K260Q) (1)

NVidia K520 (370.35 only)(1)

(1) Classic Render Pipeline only.
(2) Tested on A40-8Q.

Viz Engine has been tested to run in the following virtual environments:

Viz Engine Render Pipeline

Classic Render Pipeline

Amazon Cloud (AWS)



Microsoft Azure



not tested


VMWare ESXi (6.0, 6.50, 7.02)



Alibaba Cloud

not tested


Note: Backup and Restore on Azure systems are currently not supported.

New Features

Key Features



Switcherless workflow improvements


VizEngine-5.0.0 - DSX.core dongleless license implementation


Text Plugin API and TextFX Support


Talent Improvements


Security related improvements


IO formats for Adaptive Graphics


Matrox X.mio5 12G Support


HDR support in VML Clip Player


New Unreal Engine 5 Integration


Precision Keyer Refinement


Engine in a switcher less control room - Stage 4


New PBR import workflow


NDI 5 / WAN Support


GFX Channel SMURF output


General Viz Engine Rendering and Performance Improvements


Unreal Integration with New Rendering Capabilities


Variable Font Support


NDI support for Sports


Update importers and 3rd party integrations


Unified I/O Improvements for Sports


UX improvements


Simplify Video I/O - IO V3 Removal


Extended Text Compatibility


OEM Engine upgrades for SMURF integration


Unreal Engine 5.0 support


IES Lighting


Advanced Anti-Aliasing


Multi-Ray SSR Reflections


Display Referred Direct Mapping to HLG in Viz Engine Renderer


Video I/O Enhancements & Fixes


Support of new DNxHR capabilities in Matrox Clip Library


Adaptive Scenedesign


Further improve integration and functionality of VML based clip player


Enhanced IP production capabilities


Geometry instancing


Superchannels Phase 2 / Improvements for Multiplay


IP - NMOS IS-07 Alarms Support


37 issues

New Features: Renderer



Add IES Texture slot to RenderSystemLight


Add Nvidia RTX A5500 support


Add Substance import via .fbx


Add VSL and plugin API method to determinate if scene is currently rendered or not


Add asynchronous commands to EVENT_POOL which waits for a specific event and returns as soon as the event happens


Add geometry-aware scaling in BoxTransformation


Add license check for Adaptive Scene Design


Add option to specify log file path in CLOG


Adobe Photoshop PSD Import with layer structure


Allow lensdistortion for GFX Channels in DVE Mode when Using Viz Engine Renderer


Allow wildcards when registering for events in EVENT_POOL


Automatic Text Scaling in Text


Built-In Lights cannot be deactivated


Cache geometry instances based on hash value


Center Values for GFX Channels in relative mode should be clamped to -100 to 100%


Change command line arguments processing to IEEE Std 1003.1-201


Color in Shaders animateable


Combine ControlText (ClassicText) and new ControlText (Text) plugin together


Commands to simulate mouse click and drag/release


Default AuxKey Config setting for ClipIn channels and GFX channels changed to consider Viz Engine instance ID


Expose event pool in plugin API


Expose logging in plugin API


Expose scene formats to VDF


Extend onLoaded events on superchannels to flag CUE or TAKE


Format support for Variable Fonts


GFX texture channels with higher resolution than output


GLTF importer


GLTF texture tiling


Grid picking for Viz Engine Renderer


Import IES files as images into Graphic Hub


Improve GLTF Importer stability


Increase Graphic Hub default transfer buffer size


Introduce new transformation based on x/y/width/height, decouple TRANSFORMATION from container


Material Definition Parameter Access via Scripting


More underline customization for Text


Multilayer SSR


NMOS IS-07 sink for spdlog framework in Viz Engine


New command for cleanup of all scene editors: POOLS CLEAR_SCENE_EDITORS


New logging framework


Nvidia driver upgrade required to 516.59


One-shot command to toggle multiple armed Superchannels at once


Option to exclude clipchannel of superchannel usage for static audio routing workflows


PBR Material Definition not transparent when using media assets with alpha


Performance improvement by removing extra texture copies for LIVE, CLIP and GFX


Plugin API to control Text on a per glyph basis


Plugin API, VSL: add uv pivot methods


Precision Keyer: Add a Matte Scene Debug View


Prevent Viz Engine Render scenes from being loaded in front or back layer


Provide a way to convert GEOM_TEXT into Text


Provide advanced visual guidance for Flexboxes


Provide auto complete in Viz Engine console


Remove "Free Memory Threshold"


Remove LENSFILE from parameter modes inside the config file


Renamed Viz Engine Renderer Text


Renderer: support GFX Channel lensdistortion flag


Replace EM/PX in Text's Command Interface with REL/ABS


Run VizEngine without Admin rights


SMURF output for GFX Channels


Script plugin lock


Scroller plugin will not initialize when security policies are not configured


Select format for on-air output / default renderer in config file


Stochastic Screen Space reflections with Hierarchical Z-Buffer Tracing


Superchannel onLoaded event should contain info about loaded content


Support IES Light Profile file import


Support RTX A4000


Support Render time counters for Viz Engine Renderer too


Support THIS_SCENE for commands sent from scripts (GFX channel aware)


Support [] in field identifiers


Support scene referencing (owner IDs) for Superchannels, also if communication is on main port


Text drop shadows via TextLink plugin


Text: Add support for fonts with AppleUnicode character map


Text: Implement support for CPAL/COLR font color


Text: Letter Spacing Support


Text: Text FX Rotate support


Text: TextFXArrange support


Text: offscreen rendering to texture


Text: support Italic and Bold effects


Text: underline rendering to match glyphs


TextureFit: Plugin to generate uv coordinates for material definition to fit a texture


Unreal Engine: Custom Texture Share in Engine


Unreal Engine: Implement "Aux Channel" for inputs


Unreal Engine: additional render sequences


Upgrade licenselib


Upgrade to Wibu Runtime 7.40


Viz Engine Render Pipeline: Shader Compile time improvements


Viz Engine Render Pipeline: Temporal AA for mask layer, CoC and Fog


Viz Engine Render Pipeline: add MinSampleShading to Expert plugin


Viz Engine Renderer: Bones rendering


Viz Engine Renderer: DOF effect - calculate focal length based on FOV


Viz Engine Renderer: Distance Fog


Viz Engine Renderer: FXAA HDR


Viz Engine Renderer: Make GEOMETRY_QUAD Publicly Available


Viz Engine Renderer: Render Layer support


Viz Engine Renderer: Render-sequence to Handle HDR Color Space


Viz Engine Renderer: Substance Texture Renderer


Viz Engine Renderer: Temporal Supersampling / Anti-Aliasing


Viz Engine Renderer: add shading rate to UI


Viz Engine Renderer: material transparency


Viz Engine Renderer: normal map intensity


Viz Engine Renderer: re-enable parallel shader compilation


Viz Engine Renderer: support IES light rendering


Viz Engine Renderer: support Title and Safe Area visualization


Viz Engine Renderer: support UV scaling and rotation pivots


Viz Engine Renderer: support WinMask plugin


Viz Engine Renderer: support exact picking of Razor Fonts


Viz Engine Renderer: support texture views and swizzle


Viz Engine Renderer: texture blend support


Weight rendering for bones in Viz Engine Renderer


Windows Server 2022 Support


Yantramanav font (Hindi) display issue - support overlapping glyphs in texture text mode


110 issues

New Features: Video IO



Make write to read delay of the output node configurable (5.0.1)


Change Video Connector Notification Callback to display changed values only


Change Location ID from eth0 to SFP A


Don't try to unlock DSX.core if wrong driver is installed


Support audio in NDI input used as genlock


Add support for closed captions in clip player


Support embedded NDI tracking data


Allow fill-only NDI output


VML clip player - advanced pending functionality (3-4 point loop)


Add audio volume control for NDI inputs


Use advanced NDI SDK


VML Clip Player pending player support


Viz Engine Renderer: Render-sequence to Handle HDR Color Space


Unreal Engine: Custom Texture Share in Engine


Implement new Matrox boards - DSX LE4/4/550F, X.mio3/4/100 with U55 and U44 upgrades


Improve in-to-out delay with UHD


Add UHD to allowed output resolution list for DSX.core use cases


Support replay and growing playlist in VML Clip Player


Add timecode in VML Clip Player for SHM AUX


Support SMURF inputs in NDI output mode (Software Tricaster)


Allow 1 frame DVE delay for UHD inputs on X.Mio5


Fix wrong return type in API call VIZ::eOutputFormat VIZ::get_output_format()


Support audio delay for SMURF inputs


Performance improvement by removing extra texture copies for LIVE, CLIP and GFX


VML Clip Player: add support for growing and seekable inputs in compound input


Support HAP codec


Make 3G channels on X.mio5 12G available for downscaled preview


Unify Audio Enable configuration for input channels


Support of HD input/output for X.mio5 12G


Support of UHD for X.mio5 12G


Add support for Bluefish Kronos K8


Mechanical Bypass in Fast Texture Mode


Add conformity check for group hints


SHMLib/SMURF: Add texture sharing support for V210


SHMLib/SMURF: Add texture sharing support for YUY2


Support for Matrox Clip Player non broadcasting resolution


Integrate NMOS IS-07 into Viz Engine


Cleanup: Remove obsolete SHM-AVVC channels


Cleanup: Remove obsolete software I/O mode Stryme


Cleanup: Remove obsolete Libero AR implementation


Cleanup: Remove obsolete software I/O mode for Libero Live Engine Integration


RTP/UDP, SRT, RTSP, RTMP streaming inputs for new Video I/O mode


Support NDI without Matrox dependency for sport products


Timecode insertion for SDI/IP/NDI input


Support for Audio in Shared Memory


Fallback to VML clip player if Matrox clip player (main) can not open a clip


Optimize the Clip Watch Folder thread


Optimize resource allocation in clip players


ST2110 HD Preview Flow for UHD workflow


Add support for DNxHR with Alpha reader and writer


50 issues

Fixed Issues

Fixed Issues: Video IO



Classic scene in Back layer is still visible when using a Viz Engine Renderer scene


Viz Engine running out of audio samples at application start


DVE Video and Audio Delay is 1 field off


Delay section in configuration profiles not taken into consideration


Matrox topology isn't created after system reboot


Wrong luminance in X.mio5 2110 key


New clip only plays after scene is receiving a continue


Console is flooded with error messages if NDI out is enabled


Clip and Live input jitter in 60M video wall configurations


Input Video not showing with TransitionLogicUseMergedGeometries set to 0


DVE effects are delayed with new IO implementation


Issues with clip player watchfolder


Random Clip Behavior with VML Player in Viz Engine Scene


Clip with alpha flashes inside key signal with new IO before playback starts


Different VML clip player behaviour in ActiveX/NLE use case


No Placeholder for Unconfigured Assets in Viz Engine Renderer


Keyed liveinput Flickers Occasionally, Unkeyed Texture Appears


Clip player autorun setting broken


1080p25 ProRes .mov clips don't work between Matrox driver and


Bluefish requires GPU direct for 1080p output


SMPTE 2022-6 does not work in latest 3.x and 4.x versions


Preview command partially enables Program output channel


22 issues


  • Viz Vectar Plus Production Premium core license is no longer available.

  • Command line argument syntax now conforms to IEEE Standard 1003.1-2016.

Upcoming Changes

  • Nvidia Kepler GPUs will be deprecated (Nvidia isn't supporting Kepler boards in newer driver versions anymore).

  • Bluefish Supernova boards will be deprecated in Viz Engine 5.1.

Changes: VideoIO

  • Removed IO V3 as an optional IO processing configuration.

  • Added support for NDI 5.

  • Configuration files for older X.mio boards have been removed and are no longer called *xmio3.cfg.

  • Disabled still preview on all Matrox cards by default for consistency. The previous default enabled it only on some SDI cards.

  • Improved IO performance with Bluefish cards sufficiently to make GPU direct unnecessary.

  • GPU direct is no longer supported with Bluefish cards.

Known Issues


  • Saving a new scene with references that do not exist anymore fails. Those references need to be removed manually to save the scene.

  • Importing HDR images with special characters in its file name from a drive with 8dot3 disabled fails.

  • Transition Logic scenes require to have GeomAutoFree = 1 set in the Viz Config file. With inactive GeomAutoFree, system stability is not guaranteed.

  • Interactive Applications within a GFX channel only work in DVE mode in Fullscreen or if the GFX channel has an offset in Fullscreen. Scaled GFX channels or plug-ins that rely on screen coordinates (Graffiti) are not supported.

  • Bones and Skin live motion data tracking requires Tracking Hub 1.1.2 (released together with Viz Engine 3.11).

  • Viz Engine REST interface does not start if a user is Non-Admin (VIZENG-23386).

  • On Air output shows wrong field-of-view if AuxRenderer is enabled, PP in scene editor is disabled and Viz Engine is not in On Air mode.

  • Viz One Browser clip preview might fail on Viz One Versions >=7.0

  • Toggle plugin can not handle background loading of objects or scenes.

  • Oversized snapshot requests (bigger than configured output resolution) in the Classic Render Pipeline aren't supported. Use the Viz Engine Render Pipeline instead.


  • Do not use the C4D Version 15R2 patch file(s) unless you are using this version. Otherwise, it prevents Cinema 4D R16 from starting up.

  • When uninstalling Viz Engine, the installer might report that links could not be removed. Please check that none of the desktop.ini files of Windows have write protection. For example, Skype seems to change the permissions of some desktop.ini files with every update.

Windows 10

  • Right-clicking on the Taskbar icon of Viz Engine starts a new instance. Starting an additional VizGui process is prevented on Windows 10.

  • Error message "Windows Media Player Rich Preview Handler has stopped working while opening specific clips with Softclip x64". To fix open Windows Explorer > Tools > Folder options > View tab, and deselect Show preview handlers in the preview pane.


  • It might happen that Viz Engine is running at half speed on videowall, but goes back to fullspeed if another window comes into focus. If so, start viz.exe -y -w, instead of the regular videowall mode viz.exe -n -w .

  • GFX channels with Alpha != 100% decrease render performance. On video wall setup, gfx_channels_antialiased = 0 should be turned off in the Viz Configuration section RENDER_OPTIONS.

  • Using GPU Direct can cause performance impacts. It is recommended to use use_threaded_IO = 1 on videowall setups, however, some systems like older Supermicro installations require use_threaded_IO to be turned off. It is recommended to run some performance tests with this flag turned on or off.

  • Windows scaling can lead to unwanted side effects.

  • The maximum resolution on videowall setups is limited to 16392px by 16392px.

  • Enabling video output for audio setups is not recommended for performance reasons. It is recommended to grab the audio from one of the HDMI/DP outputs of the Nvidia GPU and use an Audio embedder instead.


  • Specifying a path in the configuration file including the # character is not supported. Such paths are cut before the # character.

Viz Engine Render Pipeline

5 issues

  • Browser plug-in is not supported on the Viz Engine Render Pipeline.

  • Existing Scenes using Global Illumination might need a precompute again to enable debug views.

  • Background loading of external images (filesystem, network locations, etc.) is not supported. Images from Graphic Hub should be used.

  • Fonts using GEOM_TEXT may slightly differ between 4.2.0 and 4.3.0.

  • Flexbox labels in Scene Editor do not support unicode characters.

Viz Classic Render Pipeline

  • Scene Transitions within GFX channels or Superchannels are not supported.

  • Soft Shadow intensity is currently not working together with Global Illumination.

  • We recommend using a warmup scene showing all needed assets once. Under certain circumstances, video and clip surfaces can show up red the first time being used.

  • Playing Audio clips on systems with no physical audio hardware available stops the renderer. You need to turn off audio in the configuration file.

  • On some systems with hybrid graphics, like laptops, the dynamic swapping must be disabled in the BIOS and the stronger GPU must be assigned as default.

  • Stencil-based shadows (Caster/Receiver) do not work on rotated geometry.

  • When changing CurlAuthUnsafe = 1, Viz One Browser does not work anymore.

  • VGA Fullscreen Output is only active if offscreen rendering is turned off. Setting offscreen=0 in section RENDER_OPTIONS enables fullscreen output.

  • Blending cubemapped images are not supported.

  • Cubemapping with Browser plug-in is not supported.

  • Fonts need to be re-imported to use new Pathrendering or Razor fonts technology.

  • Masks are not supported on Path rendered Fonts (VIZENG-13737).

  • Do not send other commands than IS_RENDERER_READY and database connection commands before this command returns 1, otherwise the renderer and video output might not be initialized.

  • If you encounter stability issues with an Nvidia driver or issues during driver installation, uninstall the old Nvidia driver completely, delete the folder C:\Program Files\Nvidia Corporation\Installer2, install the new driver and select Custom installation, then check-mark the perform clean installation option and finish the installation.

  • Enabling background loading might decrease the render performance by up to 15 frames per second. This is due to OpenGL requirements.

  • M-Zone keyer only works with HD when rendering with full frames.

  • Decreased render performance in HD since Viz Engine 3.5.0 when the ringing filter is activated. Before Viz Engine version 3.5.1 there was no ringing filter for HD. Turn off the ringing filter via configuration or scene-setting to get the same performance.

  • Sporadic Nvidia driver error The Nvidia OpenGL driver lost connection with the display driver and is unable to continue. which in turn causes Viz Engine to freeze. Make sure that the driver profile Workstation App > Dynamic Streaming is selected. Always use the recommended Nvidia driver for your GPU.

  • Possible performance problems with scenes imported from Viz Engine 2.x. Check the following settings (applies to old 2.x scenes only):

    • Image Combining should be set to Multi Texturing in the Render options in the configuration (or flag combine_with_multitex = 1 in the configuration file) to avoid inefficient image combining.

    • Set Key Render Mode to Single Pass in the rendering options in the configuration. The Key Render Mode can also be set on scene level. Available options are:

  • Config (inherit the setting from the configuration).

  • Single Pass (fill and key are rendered in a single pass).

  • Double Pass (fill and key are rendered in separate rendering passes).
    Key rendering results differ between these options for compatibility reasons.

  • Use Single Pass scenes imported from Viz Engine 2.x and Double Pass for Viz Engine 3.x scenes.

  • The configuration flag exec_all_animations in the section RENDER_OPTIONS should be set to 0 if it is not necessary to execute hidden animations.

  • Turn off the VGA preview in On Air mode to avoid performance drops due to multiple rendering of the scene (applies only to video version of Viz Engine).

  • Hide containers that are not required for the current animation.

  • Re-import fonts directly with the Viz Engine.

  • Grid picking currently only works for Cube and Cylinder geometry.

  • The behavior of scripts with cyclic dependencies to other scripts is undefined. Avoid cyclic dependencies.

  • Bad performance when using multiple dynamic scenes, even if they are set inactive. To avoid unnecessary updates, change the Update mode in Dynamic Scenes to Auto instead of Always.

  • CLR LOAD command can crash Viz if not used correctly. Required function signature: static int pwzMethodName(String pwzArgument).

  • Alpha setting for DVEs is not correctly supported when a scene is used nested using a GFX channel (VIZENG-10212).

  • Glow plug-in drops performance when used on multiple containers and rendered within a GFX channel or viewport tile (VIZENG-11342).

  • Scene transitions do not work when dynamic images from different folders are involved. Dynamic images always need to be stored directly in the root folder dynamic and references must point there. Dynamic images in a subfolder of the dynamic folder or any other folder are not found.

  • Font option "lighted" has no effect on fonts rendered with type "vector" (VIZENG-18941)

  • 16-bit PNG images are not rendered properly when imported with compression.

Post Renderer

  • Cause of performance issues rendering fullscreen sequences in UHD is not supported.

  • Ghosting effect in post-rendered interlaced video: Make sure that the Flicker Filter is set to 0 in the post-rendering options of the Video Render plug-in.

  • Post-rendering does not work properly if onair_no_videoout flag = 1 (Videowall mode).

  • Post-rendering does not work properly if TriCaster integration is active and output format is set to User Defined or Fullscreen.

  • DVCPRO expects 720x480 in NTSC resolution. Please set the correct output width in AVIRenderer.

  • The alpha channel cannot be rendered with Intel Indeo 5.10 codec. This codec is not supported.


  • Fast Texture Mode is only available for two instances.

  • The configuration ClipIn[n].UseV210 and ClipIn1. ContainsAlpha are mutually exclusive and should not be enabled at the same time.

  • The overall delay is one field higher than in previous versions using IO3 This is caused by the required A/B buffer of IO 4.

  • A program output channel needs to be defined. Pure preview or Cleanfeed is not supported.

  • HDR output on UHD 2SI requires at least a Quadro P6000 GPU.

  • HDR input support is currently for HLG only.

  • Only two DVE UHD inputs are supported at 50Hz. For 60M formats, only two texture inputs are supported.

  • Animating UHD DVE scaling might result in jittering. You need to increase the VideoDelayDVE setting to 2.

  • Mixing different frame rates with clips processed by a M.264 board is not supported and causes jittering.

  • Upgrading the FPGA can cause a PCI error during the boot process on certain systems. Unattended upgrading of the FPGA is not recommended.

  • Watchdog is only supported in 50/60M and 60Hz frequencies.

  • When using 3G formats (1080p/UHD) or the Zero-Frame-Delay Mixer, autosensing of the sync signal is not supported due to incompatible H-/V-phases, that are set in the process.

  • Instead, either Tri-Level or Blackburst must be used together with correct H-/V-Phase. This might result in a missing key signal (VIZENG-11708).

  • For dual channel systems, please perform the following steps after enabling the watchdog to ensure the correct state is written to the Matrox Board:

    1. Start Channel 1.

    2. Wait until channel has started up and topology has been written.

    3. Start Channel 2.

    4. Wait until channel has started up and topology has been written.

    5. Exit channel 2.

    6. Exit channel 1.

    7. Start channel 1.

    8. Wait until channel has started up and topology has been written.

    9. Start channel 2.

  • ClipOut channel does not work when Matrox0.VideoOut1.FrameBufferDelay is set to zero (VIZENG-16373).

  • UHD Clip Playback with M264 S1/S2/S3 alone requires color conversion on the shader level. Use of GPU direct is not recommended (VIZENG-20700).

  • Two Sample Interleave (2SI) clips played as DVE not supported.

  • Cutting of Audio tracks should not be done at all, as this results in a crackling noise. Always use a crossfade to change audio sources.

  • Monitoring live, clip and genlock status via SNMP is not supported (SNMP was deprecated and is no longer supported by Microsoft).

X.mio3 Boards

  • If the Viz instance is closed unexpectedly, the X.mio3 topology might get unusable. To reset the topology, enable ResetTopology in the config file, restart Viz, close it and start Viz again.

  • X.mio3 IP boards should have an active signal connected to SFP A prior to booting the system.

  • Turning on the Cleanfeed Feature increases the delay by one frame.

  • It is not recommended to change the framegroup of any input signal while Viz Engine is running.

  • Texture delay with PAL/NTSC, GPUDirect and Fast Texture Mode is five instead of four fields. Turn off GPUDirect for four fields delay (VIZENG-16955).

  • When using watchdog together with a clean feed, the watchdog triggers on the clean feed connector rather than the program output (VIZENG-16589).

X.mio5 Boards

  • Standard Definition (PAL and NTSC) resolutions are not supported by X.mio5 boards according to the 2110 standard.

  • Streampunk ledger RDS does not list the Matrox X.mio5 nodes. This is due to some old NMOS APIs that are partially deprecated.

  • Riedel Explorer fails listing the X.mio5 nodes. Riedel Explorer automatically selects NMOS API Version 1.3 instead of 1.2. It is possible to select the used API version manually if you switch to static mode and/or enable version downgrade in the Riedel Explorer.

The X.mio5 board has been tested to support up to 12 Inputs (1080i 50 and 60M) on a 10GbE network.


In case a pre-release of the Matrox-Driver (for example, was installed, it is necessary to follow the procedure described below.

  1. Unregister mvfDsxCore.dll.

    1. Click Start > Run (or use the Windows command line: Search > CMD > (Right click) Run as Administrator)

    2. Type REGSVR32 /U "C:\Program Files\Matrox DSX-TopologyUtils\System64\mvfDsxCore.dll" and press ENTER.

  2. Shut down in the task manager.

  3. Delete mvfDsxCore.dll from the folder C:\Program Files\Matrox DSX-TopologyUtils\System64\.

  4. Start

Other Video Boards

  • When Viz Engine is in On Air mode, there might be audio distortions using Bluefish cards (VIZENG-8853).

  • Bluefish Supernova S+ cards can only be used in a Virtual Set Environment if the board is synced to Blackburst/Trilevel.

  • GPUDirect is not supported in combination with AJA or Bluefish boards.


  • When the computer is running out of virtual page size and the user keeps ignoring the low memory warnings in the console, the Nvidia driver may cause Viz Engine to crash.

  • The Nvidia driver doesn't recognize other GPUs under certain circumstances in combination with video wall mosaic installations. Remove and reinstall the driver.

  • Viz Trio/Viz Engine: Viz Engine might hang during shut down on devices with an Nvidia T500 when exiting Viz Trio.

Graphic Hub

  • Communication with the Graphic Hub Server might fail if virtual network adapters are active. Please disable all virtual adapters or increase the timeout.

  • If the connection to the naming server fails, please verify the communication port in the config file (Port 19396).

Adaptive Scene Design

  • WindowMask Plugin prevents Flexbox labels from being picked.

Supported Hardware and Software

This software has been tested to run on:

  • Windows 10 (LTSC 1809)

  • Windows 10 (LTSC 21H2)

  • Windows 11

  • Windows Server 2022, Windows Server 2019, Windows Server 2016

Note: Only English language Operating System(s) are supported.

Supported Systems


Lenovo P620

DELL R3930

DELL Precision R7920



HP Z840

HP Z440

HP ZBook 17G6

HPE DL380 Gen9

Supported GPUs

Ampere GPUs

Turing GPUs

Volta GPUs

Pascal GPUs

Maxwell GPUs

Kepler GPUs (1)

RTX A6000

RTX 6000


NVidia Quadro P6000

Nvidia Quadro M6000

Nvidia Quadro K6000

RTX A5500

RTX 5000

NVidia Quadro P5200

Nvidia Quadro M4000

Nvidia Quadro K5000

RTX A5000

RTX 4000

Nvidia Quadro P4200

Nvidia Quadro M2000

Nvidia Quadro K5200

RTX A4500

RTX 3000

Nvidia Quadro P4000

Nvidia Quadro K4000

RTX A4000


Nvidia Quadro P3200

Nvidia Quadro K4200

RTX A2000

Nvidia Quadro P2200

Nvidia Quadro K2000

Nvidia Quadro P2000

Nvidia Quadro K2200

RTX A3000 (mobile)

Nvidia Quadro P1000

RTX A2000 (mobile)

RTX A1000 (mobile)

Orange entries are recommended for rendering photo-realistic graphics on the Viz Engine Pipeline.

(1) Kepler GPUs require an older driver version (473.47)

Supported Video Boards

Video Board


Matrox Electronic Systems Ltd

Matrox X.mio5 SDI

Up to four 12G SDI input with up to four SDI 12G SDI outputs
variable configuration from 12in0out to 0in12out

Matrox X.mio5 IP

Three IP Streams in, three IP Streams out (1080p60M)

Matrox X.mio3 Full Height

Various input/output configurations from 48 to 84

Matrox X.mio3 IP

Two IP Streams in, two IP Streams out

Matrox X.mio3 12G

Two 12G inputs, two 12G outputs

Matrox M.264 S1/S2/S3/S4

H.264 Encoder/Decoder board

Matrox DSX LE 4 /8

Various input/output configurations from 08 to 80

Matrox DSX LE 4 /4

Various input/output configurations from 04 to 40

Matrox DSX LE 4 IP

Various input/output configurations from 04 to 40

BlueFish Technologies

Bluefish Epoch Neutron

Two video inputs, two video outputs (fill & key)

Bluefish Epoch 4K Supernova

Two video inputs, two video outputs (fill & key)

Bluefish Epoch Supernova S+

Two video inputs, two video outputs (fill & key)

Bluefish Kronos K8

Four video inputs, two video outputs (fill & key)

AJA Video Systems, Inc.


Two video inputs, two video outputs (fill & key)

AJA Kona IP (1) (2)

One IP Stream in, one IP Stream out

AJA Kona 4

Two video inputs, two video outputs (fill & key)

(1) Set to end of life by vendor
(2) JPEG2000 license is end of life by vendor

Please refer to the Viz Engine Administrator Guide for which drivers and driver settings to use.


Documentation for Viz Engine, Viz Artist and Viz Plugins are available at the Vizrt Documentation Center:

Installation and Support


The installation wizard guides you through the installation process. Make sure to close any running Viz application prior to the installation. In order to run Viz Artist or Viz Engine independent of a database server, you need to install the Viz Graphic Hub database software locally.


Support is available at the Vizrt Support Portal.