LightAct 4 Docs
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  • LightAct 4 Documentation
  • Understanding the Basics
    • Overview of Content Pipeline
    • Pushing Content out of LightAct
    • Terminology
    • How to map Content
      • Creating a Canvas
      • Creating a Layer
      • Creating a Video Screen
      • Mapping a Canvas to a Video screen
      • Creating a Perspective Thrower
      • Using Nodes to Set Content
      • Mapping to Outputs
    • Working quickly in LightAct
      • Window docking & workspaces
      • Drag & drop
      • Viewport Navigation
      • Shortcuts
    • Launching LightAct with Arguments
    • Top Bar
    • LightAct Performance
  • Transitioning to LightAct from other media servers
    • Switching to LightAct
    • LightAct for Disguise Operators
      • GUI Overview
      • Content Sequencing
      • Content Mapping
      • Projection Mapping
    • LightAct for Pixera Operators
  • Content mapping
    • Canvas mapping
    • Throwers
      • Thrower Properties
      • Perspective Thrower
      • Cubic thrower
      • Spherical Thrower
    • 3D model
      • Rendering Mode
      • Multiple materials & sources
      • Preparing 3D Models
        • Organize the 3D Scene
        • Materials in 3D models
        • UV Mapping of 3D Models
      • Outputting 3D Model's Texture
  • TIMELINES
    • Overview
    • Timelines Window
    • Timeline Editor Window
      • Sections
      • Markers
      • Curve Editor
    • Cues
      • Cue List
  • LAYERS AND LAYOUTS
    • Overview
    • Stock Layer Templates
      • Content Layer Templates
        • Video
      • Generative Layer Templates
        • Checkerboard
        • Color grid
        • Gradient
        • Mapping ID
        • Render Time
        • Scroll Texture
        • Send Texture
        • Solid Color
        • Strobe
        • Text
        • Texture to Mapping
      • Control Layer Templates
        • Go to Marker
        • Go to Section
        • Receive message
        • Send DMX
        • Send message
        • Set Fade
        • Set Timeline State
        • Set Volume
    • Layers
      • Layer Properties
      • Layer Layouts
      • Cross-fade
    • User Layer Templates
    • Variables
      • Variable Management
      • Control Variables with DMX, OSC, or Curves
    • Nodes
      • Node Connections
      • Node Action Flow
      • Order of Node Execution
      • Texture Processing
        • LUT
        • Luma Key
        • Rotate
      • Computer Vision
        • Optical Flow
        • Find Blobs
        • Mog2 Background Subtraction
        • Combine
        • Convert CV Color
        • Subtract
  • Node reference
    • Node reference
    • Layout nodes
      • Lifeline and actions node category
        • Tick node
      • Texture generators node category
    • Device nodes
  • Content Playback
    • Video Formats & Codecs
    • Playing Video
    • Playing Image Sequences
    • Images
    • Playing Notch Blocks
  • Projection Mapping
    • Projection Mapping
    • Projection Study
    • 2D Projection Mapping Workflow
    • 3D Projection Mapping Workflow
    • 3DCal
    • Iris
      • Setting up Iris Device Node
      • Adjusting Focus
      • Adding and calibrating Iris camera
      • Calibrating projectors using Iris
      • IrisVirtual
    • AutoBlend
    • Warp & Blend
      • Texture Warp & Blend node
      • Texture Mesh Warp node
      • Texture Perspective Warp node
      • Texture Softedge node
      • Warp & Blend Output Window
    • Texture Mask
  • DMX
    • DMX Overview
    • DMX Setup
    • DMX Out
      • Fixture Editor
      • Output to DMX Fixture
      • Set DMX in Layer Layouts
    • DMX In
      • Adjust layer variables with DMX
      • Index manager
      • Get DMX in Layer Layouts
      • Control by DMX
    • DMX by UV
  • Unreal Engine
    • Unreal Engine Integration Overview
    • Required Unreal Engine Plugins
      • Installing LightAct Plugin
      • Setting up the Plugin
        • LightAct Runtime Actor
        • LightAct Custom Time Step
        • LightAct Timecode
    • UnrealLink
    • Texture Sharing
      • Thrower2UCam
      • Projector2UCam
      • ViewportUCam
  • Integrations
    • Camera and object tracking
      • Camera Tracking
        • Stype
        • Mo-Sys
        • FreeD
        • Ncam
        • SPNet
      • Object Tracking
        • PSN
        • BlackTrax
        • OptiTrack
        • Vive
        • Antilatency
      • Tracking Visualizer
      • Tracking Follower
    • Network
      • TCP & UDP
      • OSC
        • OSCLearn
      • TUIO
    • Serial
      • MIDI
    • Audio
    • Content IO
      • NDI
      • Deltacast
        • FLEX Management
      • ZED
      • RealSense
    • OSCIn
    • 10-Bit Displays
  • LightTrack
  • LightNet
    • LightNet Overview
    • LightNet Clusters
      • Scan Network
      • Connect to Secondary Machines
      • Transfer and Open Project
      • Cluster Management
    • LightNet Performance
      • Canvas Distribution
      • Layer Distribution
      • Asset Distribution
      • Viewport Object Distribution
      • VRAM Improvements
    • LightSync
  • WebUI
    • WebUI Setup
  • GPU Management
    • EDID Management
      • Export EDID
      • Load EDID
      • Unload EDID
    • Synchronize GPU Outputs
    • Multiple GPUs
      • Mosaic
        • Set up Mosaic
        • Modify or Disable Mosaic
      • Primary Display
      • Workflow
    • DisplayPort - HDMI converters
  • Licensing
    • Licensing Overview
    • Adding or updating a License
    • Applying a License
    • Transferring a License
  • Troubleshooting
    • Iris Troubleshooting
    • Unreal Engine Integration Troubleshooting
      • Texture Sharing Troubleshooting
    • LightNet Troubleshooting
    • Notch Troubleshooting
    • GPU Management Troubleshooting
    • Asking for support
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On this page
  • Pre-requirements
  • Synchronize the Outputs
  • 1. Synchronize Displays in NVIDIA Control Panel
  • 2. Modify Display Configuration
  • 3. Create Video Output

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  1. GPU Management

Synchronize GPU Outputs

PreviousUnload EDIDNextMultiple GPUs

Last updated 7 months ago

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Synchronized outputs ensure that the content being played appears at the same time across all outputs. To achieve this, LightAct servers typically come with a Sync module, providing smooth display synchronization.

Pre-requirements

As a pre-requirement, you must ensure that all outputs are exactly the same and that they utilize the same refresh rate and resolution.

Good to know: The refresh rate of the Outputs must be equal to or divisible by the Application framerate that you choose in LightAct. The fps of the content you are playing must also be either equal to or divisible by the Application framerate and the Output refresh rate.

The Application frame rate in LightAct can only be as high as the lowest refresh rate of any of the Outputs connected to the server, including your GUI output.

Good to know: It is best if the is set to one of the Outputs you would like to synchronize, instead of the GUI Display itself.

Synchronize the Outputs

To achieve Output synchronization, you must complete the following steps:

  1. Synchronize Displays in NVIDIA Control Panel.

  2. Modify Display Configuration.

  3. Create a single Video Output in LightAct, which covers all individual Outputs that you would like to synchronize.

1. Synchronize Displays in NVIDIA Control Panel

Having a Sync module connected to the server reveals a new tab in the NVIDIA Control Panel, dedicated to synchronization of displays.

You can find this panel under the Workstation collapsible, by clicking on Synchronize displays.

To synchronize the displays on a single server, under The timing server is..., select On this system option. Next, select one of the Displays which you intend to use as an Output.

Under the Select displays to lock to the server, select all of the other Displays that are the same as the previously chosen Display, and which you intend to include in the synchronization.

Click on the Apply button at the bottom right corner of the NVIDIA Control Panel to apply the changes.

2. Modify Display Configuration

In LightAct, you can synchronize your Output Displays by mapping content onto one single Video Output, which spans across all the individual Output Displays that you want to synchronize.

To avoid creating large Video Outputs with redundant pixels, it is best to configure our Output Displays in a 1xn or nx1 topology, n being the number of Output Displays.

You can configure your displays in the Set up multiple displays tab of the NVIDIA Control Panel, under the Display collapsible.

Example of a bad Display configuration:

Example of a good Display configuration:

In this particular setup, due to a specific Windows graphics issue, the bottom pixels of the Video Output may be cut off on the Output Displays. If this happens, simply adjust the position of the GUI Display so its bottom edge is below the bottom edge of the Output Displays, as shown in the image above.

3. Create Video Output

Finally, in LightAct, you must create a Video Output with a resolution that would fit all of your Output Displays, as positioned in your Display configuration.

For example, in our case, we have a 3x1 Output topology, and each output is set to 1920x1080. This results in a single Video Output with a resolution of 5760x1080.

To finalize the process, the large Video Output should be mapped to the topmost and leftmost point of your Output configuration, so that every pixel falls perfectly where it is supposed to.

Once you enable the Video Output, you should be able to see your content playing across the Synchronized Outputs.

Primary Display