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4.1 Uploading & Downloading Media

From your computer, Google Drive, Dropbox or via a Link

Written by Barış Özperçin

How do I upload my media?

  • Go to Media Library. Click on the "Add New" button on the top-right corner of the screen. From there...

I) You can upload directly from your computer.

II) You can upload via Dropbox. You will have to login to your account on the new window.

III) You can upload via Google Drive. You will have to login to your account on the new window.

IV) You can upload via Link. You will have to enter the URL to the new window.

V) Besides uploading, it is useful to create folders to keep and order these content.

What are the restrictions about uploading files?

You can upload media up to 1 GB for videos and 64 MB for images.

All major media formats such as JPEG, PNG, WebP, TIFF, MP4, AVI, 3GP, AAC, FLV and MPEG-2 are supported. If a format you need is not supported and if you run into problems, please let us know.

Our system transforms these files into standard codec and creates a new version in lower resolutions for smart signages in order to handle them. With our "Flash Media Transcoder", this process happens just in an instant. At the end, uploaded images are converted into PNG format, while videos are converted into MP4.

Note: 60fps video is not supported on Samsung Tizen Displays.

How do I download my media?

  • Go to Media Library. Click on the preview button (eye shape).

  • After file preview appears, click on the 3 DOTS located bottom right corner.

  • Then you can click Download.

  • Or you can right click and click save as

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Video Format & Decoder Limits

The resolution and codec limits for video on OmmaSign screens. What you can upload, and what each player is able to decode.

The limits

Everything depends on one threshold: 4096 × 3072 pixels.

Standard content

≤ 4096 × 3072

Transcoded. Plays everywhere.

Walls & LED

> 4096 × 3072

Passthrough. Windows & Linux only.

Codec above it

H.264 only

Past 8192 px wide, H.265 cannot play

Always

MP4 · AAC-LC

8-bit 4:2:0, ≤ 30 fps, no HDR

Below the threshold, your upload is transcoded into a set of variants and every screen gets a file it can handle. Codec choice is irrelevant — we always hand the device H.264.

Above it — video walls, LED banners — nothing is transcoded. The file you upload is the file the player decodes, byte for byte. Your export settings go straight to the decoder, so codec choice becomes the whole game, and only Windows and Linux players can play it at all.

How an upload is processed

Route A · Transcoded

≤ 4096 × 3072

  • Re-encoded into 11 variants: full-size, 4K, Full-HD, plus pre-rotated copies for portrait screens.

  • Normalised to H.264, 8-bit 4:2:0, 30 fps maximum, bitrate capped and scaled per variant.

  • Plays on every platform.

Route B · Passthrough

> 4096 × 3072

  • Your original is copied, not re-encoded, and becomes the only real variant.

  • Every other variant is replaced by a "resolution not supported" placeholder clip.

  • Nothing is normalised — codec, bitrate, frame rate and audio all reach the decoder untouched.

  • Plays on Windows and Linux only.

The Media Library flags these files as you pick them — "can only be played on Windows and Linux devices because of its high resolution" — with an Add anyway confirmation. If a wall plays while other screens in the same playlist show a placeholder, that is Route B working as designed: no variant those screens could decode was ever produced. Mixed playlists need two media items, one per resolution class.

What each player can decode

Read this by frame width. The two codecs swap places twice, so neither is simply the better choice — each is the right answer in a different band.

Width

H.264

H.265

Use

≤ 4096

GPU

GPU

Transcoded anyway — nothing to decide

4097 – 8192

CPU

GPU

The one band where H.265 is the better choice. Verify on the exact player first

8193 – 16384

CPU

Fails

H.264 only. Where 15360-wide banners live

> 16384

Fails

Fails

Past the GPU texture limit — split the canvas across players

GPU decoder

H.264 max

H.265 max

Note

NVIDIA NVDEC

4096 × 4096

8192 × 8192

Most common on PC players

Intel Quick Sync, Gen 9+

4096 × 4096

8192 × 8192

Integrated graphics in mini-PCs

AMD VCN

4096 × 4096

8192 × 4352

Lower height ceiling

The 16384 wall is a different limit from the decoder's: even a CPU-decoded frame must be handed to the GPU as a texture to be drawn, and these players cap a texture at 16384 pixels a side. A 15360 × 2160 frame is also 33 megapixels — sixteen Full-HD frames — so software decoding it is CPU-bound. Keep oversize masters at 30 fps; dropped frames on a wall are a CPU symptom, not a network one.

Questions

Why does a 15360 × 2160 file play in H.264 but show nothing in H.265?

The Windows and Linux player is a Chromium application. Chromium decodes video on the GPU where it can, and falls back to the CPU where it cannot — but the two codecs are not equally served.

H.264 / AVC at 15360 × 2160

  • 1

  • The GPU declines: 15360 is far wider than the 4096 its H.264 engine accepts.

  • 2

  • Chromium falls back to its bundled software H.264 decoder, which has no width limit beyond memory.

  • 3

  • The CPU decodes every frame. The wall plays.

H.265 / HEVC at 15360 × 2160

  • 1

  • The GPU declines: 15360 is wider than the 8192 its HEVC engine accepts.

  • 2

  • There is no second tier. Chromium ships no software HEVC decoder at all — HEVC support is a pass-through to the operating system's hardware decoder and nothing else.

  • 3

  • Nothing picks it up. Black frame, audio continues.

The asymmetry is not that H.265 is a more demanding codec. It is that H.264 has a safety net and H.265 has none.

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