Broadcast graphics
Lower thirds, scoreboards and data-driven graphics rendered in real time, keyed over camera shots with real alpha.
Send any camera from Unity or Unreal Engine to OBS, vMix or any Open Media Transport receiver as live video over your network. Alpha comes through, and the plugin costs almost nothing in frame time.
The plugin publishes your scene as a named video source, and OBS or vMix picks it up like any other input. You don't need a capture card or a second PC, and nothing grabs the screen.
An OMT Sender on any camera, render target or the viewport.
A named source, found automatically on the LAN.
Or another engine, on this PC or the next one.
Add the OMT Sender component and pick what to send. In Unreal you can do all of it in Blueprint.
It shows up on every machine on the network, as STUDIO-PC (Lower Third).
Choose it in OBS or vMix like any other input. With alpha on, it keys over your shot.
Each plugin is built the way its engine works: a component in Unity, components and Blueprint nodes in Unreal. Both send and receive.
Add one component to a camera, a render texture or the Game View. The receiver brings any OMT source back in as a texture.
Unity 6 · Windows x64
Get early access for Unity Watch the Unity demoYou add the components in the Components panel, change their settings while the game runs, and find sources with Blueprint nodes. It's built on Unreal's Media IO framework.
Unreal Engine 5.6 · Windows x64
Get early access for Unreal Watch the Unreal demoLower thirds, scoreboards and data-driven graphics rendered in real time, keyed over camera shots with real alpha.
Engine renders into the switcher, and camera or program feeds back into the scene as textures.
Game views, stage visuals and screen content into vMix or OBS over the venue network, without a separate capture PC.
Send an avatar or overlay with a transparent background straight into OBS, without window capture or a chroma key.
Encoding and decoding run on their own threads. We measured every number below ourselves, and the test setup is listed under each set of results.
Main-thread cost. Encoding (about 2 ms) runs on a background thread.
0.48 ms with alpha. Decoding (1.0 ms, 1.5 ms with alpha) runs on a background thread.
0.8 ms to send, 0.9 ms to receive (2.2 ms with alpha), main thread.
67 ms at 60 fps, sender and receiver on one PC: capture, GPU readback, encode, transport and decode. Network and display not included.
Across 34 one-minute runs, 720p to 4K, alpha on and off.
1080p60 (156 with alpha). About 115 Mbit/s for 4K30 (160 with alpha). Several streams fit on 1 GbE.
Measured on an Intel i9-13900HX laptop with an RTX 4090 Laptop GPU, Unity 6 (URP, IL2CPP), Development build. Plugin cost is main-thread time with the plugin minus the same scene without it, median of 60 s runs. Release builds are equal or faster.
On each engine thread: game, render and RHI. Encoding (1.2 ms, 2.2 ms with alpha) runs on its own thread.
Render thread, at every resolution, with or without alpha. Decoding (1.2 ms) runs on the receive thread; the GPU converts to RGB in 0.4 ms.
16.7 ms at 60 fps, sender and receiver in one process: capture, GPU readback, encode, transport and decode. Network and display not included.
Per engine thread, all four sending at once, with no dropped frame.
Across 34 one-minute runs, 720p to 4K, alpha on and off. No sender dropped a frame.
1080p60 (143 with alpha). About 100 Mbit/s for 4K30 (156 with alpha). Several streams fit on 1 GbE.
Measured on the same laptop, Unreal Engine 5.6.1 (Direct3D 12), packaged Development game. Plugin cost is engine-thread time with the plugin minus the same scene without it, median of 60 s runs.
We also build custom real-time pipelines for studios, broadcasters and event teams.
Engine video into vMix, OBS or your switcher, and live feeds into Unity or Unreal: OMT, NDI or custom video I/O.
Live captions and translation, vision models on video feeds, and AI tools wired into Unity and Unreal.
Scores, telemetry and data feeds, rendered in real time and put on air.
Unity and Unreal plugins, GPU readback, IL2CPP interop and profiling.
Or write to contact@djellox.com. See selected work.
An open, MIT-licensed protocol for sending low-latency video and audio over an ordinary IP network. It does the same kind of job as NDI, but it's open. vMix supports it, OBS Studio supports it through the OMT plugin, and the free OMT Viewer shows any source.
No. The picture leaves the engine over the network card you already have. A 1080p60 stream takes about 100 Mbit/s, so several fit on gigabit Ethernet, and a sender and receiver can also run on the same PC.
Unity 6 with the Built-in, URP or HDRP pipeline, in the Editor and in builds (Mono and IL2CPP). Unreal Engine 5.6, in the editor and in packaged games. Both run on Windows x64 with an AVX2 CPU. macOS and Linux are not supported yet.
Yes. Both plugins receive any OMT source as a texture: OBS, vMix, another engine or another PC. Use it on in-scene screens, monitors and return feeds. In Unreal, the OMT Image widget shows a source in UMG on its own.
Yes, in both directions. The sender includes the engine's audio output, and the receiver plays incoming audio through the engine, resampled if the rates differ.
Early-access builds go to the waitlist first. The Unity Asset Store release follows, then Fab for Unreal Engine. Pricing isn't set yet; people on the list will hear first.
Yes: engine and switcher integrations, AI in live pipelines, data-driven graphics and plugin work. See Work with us, or write to contact@djellox.com.
Join the early-access list for Unity, Unreal Engine or both. Builds go to the list first, and your feedback decides what we build next.
We'll email you when early-access builds are ready and when new features ship. That's all we'll send.
Djellox makes real-time tools for game engines and live production. They're the tools we kept wishing for on real productions, made to fit a pipeline that already works.
Djellox is run by Fourat Djellouli, a real-time technical director who has worked on election-night graphics for US networks, Moment Factory installations, Fortnite and Gotham Knights, and a surgical simulator with haptic feedback. See selected work.
Questions or a project in mind? contact@djellox.com