Asset Transfer

When an asset is positioned on the stage, WATCHOUT automatically transfers the optimized assets to every Runner node that needs them for rendering. Each Runner receives only the assets it actually needs — based on which cues are assigned to its displays — so a Runner driving a single LED wall does not download assets meant for a different projector across the venue. When a show is updated, only changed or newly added assets are transferred. Assets that already exist on a Runner are skipped automatically.

How Assets Are Transferred

When a Runner needs an asset for rendering, this sequence occurs:

  1. Asset selection. The Runner determines which assets it needs from the cues visible on its assigned displays. This includes media cues, display-related data (warp meshes, blend configurations, masks), and audio assets routed to that Runner.
  2. Transfer. The Runner downloads the optimized assets from the Asset Manager over the network, up to 8 files in parallel. Files already present from a previous session are skipped.
  3. Playback readiness. When all required assets are downloaded, the Runner is loaded and ready for playback.

If an asset is still optimizing when the Runner requests it, the Runner waits and retries until the optimized version is ready. Large assets (high-resolution video, long image sequences) take time to optimize before transfer.

Runners download only the assets they need for their assigned displays. If you reassign displays to other Runners, or change which cues appear on which displays, the asset requirements for each Runner update.

Automatic Deduplication

The Asset Manager stores assets so that identical data is kept only once. The same data can be shared by many assets. When the same asset appears in several places in a show — for example, a logo used on several timelines — the underlying data is stored once. When a show is updated, only the changed files transfer. Unchanged assets are recognized and skipped.

Updating a show with minor changes (swapping a few videos, adjusting graphics) gives a fast incremental transfer instead of a full re-download of the asset library.

Version Swapping

When a Dynamic Asset gets a new version while a show is running, the Runner handles the change without interruption:

  1. The current version keeps playing while the new version downloads in the background.
  2. When the new version is fully downloaded, playback switches to it.
  3. If another update arrives while one is still downloading, the Runner keeps the last fully downloaded version until the newest version finishes.

Update dynamic content (live data feeds, sponsor graphics, schedule boards) without visible interruptions for the audience.

Transfer Monitoring

Monitor transfer progress in the Node Info panel. It shows these metrics per Runner:

  • Download Progress — overall completion of the transfer.
  • Download Speed — the current transfer rate.
  • Download ETA — estimated time remaining. It appears once enough data has transferred to give a reliable estimate.
  • Skipped, Cached, and Downloaded — the data and file counts for each category. Skipped data was already present on the Runner.
  • Errors — transfer errors, with details.

Pre-Downloading Assets to Runners

For shows with large asset libraries (tens or hundreds of gigabytes), push assets to specific Runners ahead of time. The assets are then in place, which cuts the wait when assets are first needed for rendering.

  1. In the Assets window, select the assets to pre-download.
  2. Right-click and choose Transfer Assets > Download to Runners.
  3. In the Transfer to Runners dialog, select one or more Runners. The toggle button switches between Select All and Clear.
  4. Confirm the warning, then click Ok to start the transfer.

Pre-downloading transfers assets over the network. It may interfere with automatic asset transfers and temporarily reduce playback performance. Plan pre-downloads for non-critical periods, ideally before playback begins.

For packaging assets for portable transfer between systems (USB drives or external storage), see Import and Export.

Bandwidth Management

Asset transfers can use significant network bandwidth, especially for large shows. The Bandwidth Limit setting caps the transfer rate to Runners. See Asset Manager Settings for the setting and its default.

Storage Footprint

Each asset's disk usage on a Runner has two components:

ComponentDescription
ExclusiveStorage used by data unique to this asset.
SharedStorage shared with other assets through deduplication.
TotalThe sum of exclusive and shared storage.

Shared data is referenced by more than one asset. Adding up the total footprint of every asset can therefore exceed the actual disk usage on the Runner.

When data is no longer referenced by any asset, the Asset Manager deletes it.

Check disk space on your Runners before deploying a large show. Each Runner needs enough free storage for all assets assigned to its displays, plus headroom for temporary files during transfer.

Best Practices

  • Use high-speed networking. 1 Gbps is the minimum for production. 10 Gbps is recommended for large shows with high-resolution or high-frame-rate assets. Dedicated, low-latency connections transfer fastest.
  • Dedicate the network. Isolate WATCHOUT traffic from other data (office internet, streaming, file sharing). Contention slows transfers and can affect playback.
  • Pre-download before showtime. For shows with hundreds of gigabytes of assets, start pre-downloading well in advance. Use the Node Info panel to confirm completion before the audience arrives.
  • Reuse assets when updating shows. Keep unchanged assets in place rather than deleting and re-adding them. Deduplication transfers only new or modified assets.
  • Use managed network switches. Switches with enough backplane bandwidth prevent bottlenecks when several Runners download at once. Avoid consumer-grade equipment for production.
  • Allow time for optimization. Assets must finish optimizing before transfer. When you add large video files shortly before playback, add optimization time on top of transfer time. Check the Assets window for progress.
  • Keep codec and quality settings consistent. Consistent settings preserve deduplication. Changing them between show versions changes the optimized output. Previously transferred assets then cannot be reused. See Asset Manager Settings for codec mapping and quality levels.