Reality is the most photorealistic virtual studio solution in today’s broadcast industry, powered by Unreal Engine 4. Reality has powerful integrated toolset, that provides solutions for all types of virtual studio production workflows, including augmented and data driven graphics. Reality raises the bar in virtual studio production in terms of image quality, operation speed, keying technology and lots of other aspects.


Reality Processing Engine

Reality Processing Engine is working as a “node based compositing” system, which is designed for real-time production. Any functionality of Reality, such as the Keyer, lens distortion, logarithmic conversions are nodes of the processing engine.

The node-based system allows advanced users to design custom workflows for more complex operations.


Reality uses the Unreal Engine 4, which ensures most photorealistic image output available for today’s GPUs. This level of image quality is achieved by deferred rendering methods, unique anti-aliasing technology and advanced features like depth of field, motion blur, light maps, screen space reflections and refractions.

Reality Keyer™ HDR

Reality Keyer provides spectacular results of keying of contact shadows, transparent objects and sub-pixel details like hair. Reality Keyer can work also with 4:4:4 RGB camera sources and HDR cameras sending logarithmic encoded video images. The keyer also supports 3D masks for “force-fill” and “spill bypass” buffers. Besides the quality of its results, Reality Keyer is still very easy to setup and operate.

HDR Compositing in 3D Space

As a unique approach in the market, in Reality, talent is composited with graphics in 3D scene. This technique results in realistic reflections and refractions of talent. Also blooming effects and lens flares are composited over talent. All the compositing is done in 16 bit floating point, for HDR precision.

 Low Latency Multi-format Video I/O

Reality video subsystem supports HD (including interlaced modes) and UHD/4K standarts, while maintaining very low I/O latency via Nvidia GPUDirect DMA* and AJA Corvid video boards.

The video subsystem is designed to work with circular buffers, so it is possible to fine tune latency vs performance.

Starting with version 2.0, Reality supports alsı Rec. 2020 color space and Smpte ST 2084 transfer function for HDR video I/O.

*NVIDIA GPUDirect video I/O is available only on Quadro series. GeForce series are limited to standart GPU read-back operation.


Reality supports market leading camera tracking systems such as Mo-Sys, Stype, TrackMen, Xync, Vinten and many other devices supporting the FreeD protocol.


 Lens Calibration

Reality provides lens matching tools for radial lens distortions. Reality also has and advanced feature named focal distance calibration, which allows cameraman to intuitively pull focus of the graphics using the physical lens.


Reality .net API

Reality API, gives the possibility to users to develop 3rd party control applications for specific needs such as data driven graphics.


Action Based Control Interface

Reality allows creating action groups from multiple custom actions with timeline. So the studio operators can trigger multiple actions with custom timings in one click. By using custom actions, you can change any property of any item in the scene, trigger any animation and connect any data sources and ingest external data to the system.


Multi-Channel Rendering

Reality can be configured for multi-channel rendering, so it is possible to setup a whole virtual studio system using only one Reality Engine.


Multi-viewer & Vision Mixer

With the built-in multi-viewer and video mixer, the system can preview all sources (cameras, live video inputs, still images, video clips etc.) and make various transitions in between. Reality Vision Mixer supports cut, dissolve and wipe transitions with selectable duration.


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HW Specs

Product Brief

Reality Standard vs Enterprise


Reality is designed to be compatible with off-the-shelf standart PC hardware. We strongly suggest that you go for an Nvidia GTX1080 GPU or better. Quadro P6000 will deliver you ultimate GPU performance. Also make sure that you have a decent motherboard with PCIe16gen3 bus connection for the graphics board.

For details you can check: Reality Hardware Specs

Reality currently supports AJA Corvid88 and AJA Corvid44 video boards.
At least Windows 7 today. But we strongly suggest that you go for Windows 10.
That depends on your expectations and workflow. The “Reality” architecture supports both internal and external production models. In internal production model, you need to use Reality Multiviewer and Reality Switcher applications in conjunction with Reality Engine in one box. You can connect all camera inputs to the same box. “Reality” is capable of dual channel rendering, which means it can provide you a preview and a program channel in full 1080p resolution, while delivering a multi-viewer output at the same time. But since the same hardware is used for dual channels and all the I/O, this may limit the complexity of your sets with real-time performance.

If you wish to get maximum performance from your engine, you have to assign one engine hardware per camera. Use “Reality” in single channel rendering mode and use an external video switcher / multi-viewer.

Definitely no, you wouldn’t want that. We developed our own patent pending keyer technology, where you can simply create post production quality keys in real-time. Furthermore, since we do internal compositing, we can achieve realistic reflections and correct depth blending. If we key the video externally, there is no way to achieve this level of photorealism in the final composite image.
We currently support: Mo-Sys, Stype, Xync, TrackMen, Vinten tripods, Technocrane and freeD (serial + IP) is supported. However if you have another tracking device with another protocol, we would integrate that device to “Reality”.
Basically we work with ⅔ inch HD broadcast cameras during our development and trade shows. However you are not limited only to those cameras, we can custom calibrate any sensor size or lens setup you have.
We prefer to have 1080p images from the cameras whenever possible. Even if you broadcast at 1080i, this extra resolution helps our keyer to produce much better results.

As with all the keyers, low noise levels improve keying quality. Try to have the lowest signal noise from the camera for best keying results.

Reality supports radial lens distortion model. We also provide custom lens calibration services to match graphics rendering perfectly to your optics, in case your tracking device doesn’t provide lens calibration data.
Basically the lens should have minimal chromatic aberration, this optical defect directly effects keying quality, since it results in misalignment of color channels. We can digitally correct the chromatic aberration in “Reality”, but it is best to avoid it optically.
Since “Reality” is using Unreal Engine, you can use the standard Unreal Editor for designing virtual sets. Later you can directly import your set design to “Reality” and make your production.


Reality uses the Unreal® Engine.  Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere” “Unreal® Engine, Copyright 1998 – 2016, Epic Games, Inc.  All rights reserved.”
Reality currently supports Unreal Engine 4.15.
Unreal Engine has a growing marketplace:, where you can buy many environments, archviz designs, PBR materials. The marketplace content is growing everyday. You can buy your stock assets from there and easily use them in your virtual sets.
You can use any 3D application to design your models, as long as that application can export FBX files in 2014 format.

Even if you can import your complete set design as one huge FBX file to Unreal Editor, we never suggest doing that. The best way would be exporting each of your models as separate meshes, and bringing your assets one by one. Then you can place your meshes in Unreal Editor, while instancing the same geometry multiple times, with little performance penalty.

You also have to design lighting and materials within Unreal Editor. The materials imported from FBX files will be just very basic materials, and they won’t let you to unleash Unreal Engine’s rendering quality.

You can use Reality for broadcasting and owe no royalty as clearly stated in Unreal Engine EULA: (in no-royalty part, #3)

So, unless you create an interactive gaming content for your audience, you are ok to use Reality in your broadcast and movie productions.

Royalties for the product Reality are handled by Zero Density.

Depends on the licensing model you choose. For the details of this subject, please read:
The additional features in “Reality” editor:

○ Lens calibration curve editors

○ Ability to export Unreal actors, functions and properties

If you want to control Unreal actors or “Reality” nodes, we provide an Action Builder application for this job. You don’t have to write single line of code for simple control applications, which don’t need complex integrations.

For example: you can control the vision mixer node, or change a keyer parameter with the Action Builder. Or you can call an exported blueprint function or change an exported property of an actor with the same method.

Product Updates

Reality 2.3

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Reality 2.1.2

Reality 2.1.2 is released. General Improvements: Reality Documentation now comes with the Installer: It was [...]

Reality 2.1

Reality 2.1 is released. New Features 2.1:   Setup Tools: Renders in Software mode by [...]

Reality 2.0

Reality 2.0 is released. New Features:  Full HDR Rendering Pipeline, Reality now can render multiple [...]