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07 Live booth architectures

Status: Partly hypothesis. Architecture A is established. B and C are design ideas that still need proof-of-concept testing.

The booth: visitors stand in front of a camera (and usually a green screen) and see themselves inside a virtual anime or game environment, live, and leave with a short clip.

Aximmetry and Pixel Streaming solve different problems

Aximmetry is virtual production software for real-time compositing, camera tracking, green screen, virtual studios and LED walls. It works with Unreal Engine: Unreal renders the world, Aximmetry runs the live production.

Pixel Streaming streams Unreal Engine's rendered output to a web browser, which lets the rendering GPU sit somewhere else.

Capability Aximmetry Pixel Streaming
Main function Virtual production Remote delivery of Unreal rendering
Green screen compositing Yes Not built in
Camera tracking Yes, with compatible hardware Not built in
Unreal Engine integration Yes Native Unreal feature
Browser video delivery Needs a separate streaming setup Yes
Cloud GPU deployment Needs custom infrastructure Common deployment model
Removes the need for a local GPU No Can move rendering to a remote GPU

They are complementary, not replacements. Aximmetry produces the virtual scene. Pixel Streaming delivers Unreal output to remote viewers.

Booth v0: the simplest thing that works (start here)

Fixed camera, no tracking, one GPU laptop or desktop.

Camera ─► capture card ─► OBS (chroma key) ─┐
                                            ├─► OBS scene ─► screen + recording
Unreal Engine (live background, fixed cam) ─┘   (window capture or NDI)
  • Unreal renders the set from a camera matched to the real camera's height and lens.
  • OBS keys the camera feed and layers it over the Unreal output. Use NDI or window capture to bring Unreal into OBS.
  • Effects: trigger a pre-rendered cut-in or impact overlay from a hotkey or a foot pedal.
  • Output: the booth screen, plus a 10–15 s recording per visitor exported with vertical.

Architecture A: local virtual production

Camera ─► Aximmetry + Unreal Engine ─► OBS ─► display / recording
  • Pros: no internet round-trip; camera and render stay in sync; supports compositing and tracking.
  • Cons: needs a powerful GPU workstation on site; more equipment to transport.
  • Best for: professional production and latency-sensitive booths.

Architecture B: cloud Unreal + Pixel Streaming (hypothesis)

Camera ─► video uplink ─► cloud GPU running Unreal ─► Pixel Streaming ─► booth display
  • Pros: possibly lighter hardware on site; browser-based viewing.
  • Challenges: Pixel Streaming does not take in a live camera feed by itself, so you need a custom camera transport and compositing path. Event internet is unreliable. Round-trip latency reduces responsiveness.
  • Best for: portable installations where cloud rendering matters and some delay is acceptable.

Architecture C: hybrid Aximmetry + cloud Unreal (experimental)

Camera ─► local Aximmetry / keying ─► network video ─► cloud Unreal ─► Pixel Streaming ─► display
  • Pros: separates capture on site from rendering remotely.
  • Challenges: complex synchronisation and networking; custom integration; bandwidth and latency. Aximmetry's final composite is not automatically available through Pixel Streaming.

Choosing

Requirement Approach
Fixed-camera green screen booth Booth v0: Unreal + OBS key
Professional moving-camera production Aximmetry + Unreal (A)
Lightweight booth hardware Cloud Unreal + Pixel Streaming (B), after testing
Lowest latency Local GPU rendering
Several cameras and tracking Consider Aximmetry
Interactive browser experience Pixel Streaming

Latency budget

Use latency_budget to plan, then measure glass-to-glass: film a running stopwatch and the booth screen in one shot and compare.

latency_budget({"camera + capture": 50, "key": 10, "unreal render": 17, "obs compose": 17, "display": 25}, target_ms=150)

These example numbers are placeholders, not measurements.

Roadmap

  1. Local prototype: one Unreal environment, a live camera feed, green screen compositing, display and record, measure latency and frame rate.
  2. Cloud experiment: Unreal on a cloud GPU, Pixel Streaming, a camera uplink; test round-trip latency and stability against the local prototype.
  3. Advanced: evaluate Aximmetry for tracking and compositing, interactive effects, several cameras, event-ready hardware.

Start with the simplest Unreal prototype. Add Pixel Streaming or Aximmetry only when a specific requirement justifies the complexity.