
GITNUXSOFTWARE ADVICE
Technology Digital MediaTop 10 Best Live Visuals Software of 2026
Ranked comparison of Live Visuals Software for VJ and live production, covering key workflows and tradeoffs among tools like Resolume, VCV Rack, Notch.
How we ranked these tools
Core product claims cross-referenced against official documentation, changelogs, and independent technical reviews.
Analyzed video reviews and hundreds of written evaluations to capture real-world user experiences with each tool.
AI persona simulations modeled how different user types would experience each tool across common use cases and workflows.
Final rankings reviewed and approved by our editorial team with authority to override AI-generated scores based on domain expertise.
Score: Features 40% · Ease 30% · Value 30%
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Editor’s top 3 picks
Three quick recommendations before you dive into the full comparison below — each one leads on a different dimension.
Resolume Arena
OSC control of composition and layer parameters tied to project scenes.
Built for fits when teams need deterministic visual triggers over OSC or MIDI at show time..
VCV Rack
Editor pickOSC parameter control for live patch parameter automation.
Built for fits when a technical director needs modular, OSC-controlled visuals driven by a single maintained patch..
Notch
Editor pickScene and parameter graph driven by a structured configuration model with API-addressable control points.
Built for fits when teams need governed visual workflows controlled by external automation and stable schemas..
Related reading
Comparison Table
This comparison table maps Live Visuals software across integration depth, focusing on how each tool connects to media pipelines, device control, and external services. It also compares the underlying data model and schema for scenes, devices, and assets, plus the automation and API surface available for configuration, provisioning, and extensibility. Admin and governance controls are covered through RBAC, audit log support, and sandboxing options that affect throughput, collaboration, and operational risk.
Resolume Arena
real-time VJReal-time VJ software for live video mixing with timeline control, advanced effects, and output to media servers and projection systems.
OSC control of composition and layer parameters tied to project scenes.
Resolume Arena’s core data model is built around layers and compositions inside a project, which makes scene structure portable across shows and repeatable across operators. The software integrates with lighting and show control through OSC and MIDI endpoints, so operators can drive parameters without manual UI steps. Automation typically targets transport and effect parameters via the control surface, with predictable state changes tied to the project structure.
A key tradeoff is that deep governance and admin controls depend on the surrounding deployment pattern, because RBAC and audit log features are not native to the core control layer. Teams often mitigate this with operator role separation at the show-control level and by using offline project preparation before runtime. This works well when a content operator provisions scenes ahead of a tour and a separate operator focuses on triggering and parameter sweeps during playback.
Extensibility is primarily achieved through the exposed control endpoints rather than a plugin framework that changes the visual renderer’s internal pipeline. That makes iteration fast for automation-minded workflows, but it limits customization of the underlying media processing stages.
- +Scene graph control via OSC and MIDI for scripted show triggers
- +Layered composition model supports repeatable visual states
- +Parameter mapping covers effects, transport, and media controls
- +Project and preset workflow reduces on-stage configuration churn
- –RBAC and audit logging are not a native governance layer
- –Extensibility relies on control endpoints, not renderer plugins
- –Automation coverage is driven by exposed control parameters
Best for: Fits when teams need deterministic visual triggers over OSC or MIDI at show time.
VCV Rack
audiovisual modularModular audio synthesis and visual patching workflows that generate and control live audiovisual systems via patches.
OSC parameter control for live patch parameter automation.
VCV Rack targets live performers and technical directors who already think in signal flow and want visuals driven by control signals. The data model is a patch graph with modules, connections, and parameter states that serialize into project files. Integration depth comes from Rack modules, module interoperability inside the patch, and external control through OSC plus common host workflows. Extensibility is handled through module plugins that add new modules and parameters to the patch schema.
A key tradeoff is that Rack’s automation and governance controls are limited compared with show control systems that provide explicit RBAC and audit logs. Patch changes typically live in the project file workflow, so governance depends on version control discipline outside the app. Rack works well when a single operator maintains one show patch and external controllers send OSC to set parameters at performance time. It is less suitable when multiple roles need granular approvals, sandboxed rehearsals, and controlled change management across many operators.
- +Patch graph data model serializes modules, connections, and parameter states
- +OSC control supports external parameter automation for live performance rigs
- +Module plugin extensibility expands available signal and visual mappings
- +Deterministic routing from control signals to module parameters
- –RBAC and audit log controls are not designed for multi-admin governance
- –Automation tooling depends on external orchestration rather than built-in show control
- –Throughput can be constrained by dense patch graphs and high module counts
- –Sandboxed provisioning for rehearsals is not a first-class workflow
Best for: Fits when a technical director needs modular, OSC-controlled visuals driven by a single maintained patch.
Notch
real-time scenesReal-time content creation and control toolchain for live visuals, enabling stage effects generation and interactive scene operation.
Scene and parameter graph driven by a structured configuration model with API-addressable control points.
Notch’s differentiation comes from how it models visuals as structured entities that operators can control with repeatable configuration. Scenes and parameters can be provisioned and updated via automation flows, which reduces reliance on manual keyframe editing during a run. The integration depth is strongest when the visuals stack needs external triggers from show control systems or custom apps that drive parameters and swaps. This setup works best when the integration contract is stable enough to map your data to Notch entities consistently.
A practical tradeoff is that governance and automation require upfront schema and configuration decisions, because runtime changes still depend on the configured entities. Teams usually feel this friction when the creative process is highly experimental late in production. Notch fits situations where multiple operators coordinate cues across sessions, because RBAC reduces accidental cross-editing and the audit trail supports post-incident review. The best usage pattern is to treat shows as versioned configurations and drive them through an API-controlled cue pipeline.
- +Schema-driven scene and parameter model supports repeatable live changes
- +API and automation surface fits external cue systems and custom control apps
- +RBAC and audit visibility support multi-operator governance
- +Extensibility favors wiring into runtime entities over manual editor work
- –Automation requires stable mapping between external data and Notch entities
- –Late-stage creative churn can increase reconfiguration overhead
Best for: Fits when teams need governed visual workflows controlled by external automation and stable schemas.
MediaMosa
show controlLive video control software used for real-time playback, switching, effects, and synchronization for creative projection systems.
API-based provisioning that binds a schema of sources to outputs for controlled, repeatable shows.
MediaMosa is a live visuals software built around an integration-first data model for mapping real-time inputs to on-screen outputs. The integration depth shows up in its automation and API surface, which supports provisioning, configuration changes, and programmatic control of visuals.
Extensibility is reinforced through schema-driven configuration so teams can keep layouts, sources, and behaviors consistent across shows. Admin and governance controls focus on controlled access, change auditing, and operational consistency under sustained throughput.
- +API-driven provisioning for repeatable visual setup across events
- +Schema-based data model for consistent source to output mapping
- +Automation hooks support programmatic configuration and state changes
- +Admin controls include RBAC and audit logging for governed edits
- +Throughput-oriented pipeline behavior for real-time input updates
- –Automation depends on a defined schema which increases upfront design work
- –Complex routing can require careful configuration to avoid collisions
- –Extensibility is strongest via supported integration points, not ad hoc UI scripting
- –Governance controls can add friction to rapid iteration during rehearsals
Best for: Fits when teams need API automation, governed access, and repeatable live visual configuration.
TouchDesigner
node-based liveNode-based visual programming for real-time media pipelines that produce interactive visuals with GPU acceleration and I/O.
Python operator scripting with parameter-driven control enables automated live pipeline behavior.
TouchDesigner turns node-based patch logic into live visuals that can ingest real-time signals, then route them through programmable operators for rendering and control. It offers a programmable automation surface via Python scripting, custom components, and operator parameters that can be driven by external messages.
Integration depth is strongest when the workflow is modeled around its operator graph and parameter schema. Admin and governance are handled largely through project structure, saved presets, and external control patterns rather than built-in RBAC or audit logging.
- +Python scripting drives operator parameters for repeatable automation
- +Operator graph data flow makes complex pipelines controllable and inspectable
- +Network messaging enables external systems to steer visuals in real time
- +Custom operators support extensibility across teams and installations
- –No native RBAC or audit log for multi-user governance
- –Live state changes require disciplined project structuring to avoid drift
- –Automation depends on custom scripts and message conventions
- –Data model is implicit in operator wiring rather than explicit schemas
Best for: Fits when teams need programmable live visuals integration with automation and custom control logic.
Unreal Engine
real-time 3DReal-time rendering engine used for interactive live visuals with cinematic pipelines, scene control, and media output.
Blueprint and C++ gameplay framework that composes scene logic and asset-driven runtime behavior.
Unreal Engine fits teams that need deep integration with real-time rendering pipelines, asset tooling, and automated content builds. Its extensible data model spans assets, levels, blueprints, and C++ gameplay modules, which supports repeatable provisioning of scenes and runtime behavior.
Automation is available through build tooling and editor automation hooks, with API surfaces exposed via scripting, editor subsystems, and engine modules. Governance relies on project structure and source control practices rather than native RBAC or built-in audit log features.
- +Deep editor extensibility via editor scripting and engine modules
- +Deterministic content builds through project build automation tooling
- +Rich asset and scene data model supports repeatable provisioning
- +High-throughput runtime rendering and simulation workloads
- –Limited native admin RBAC and audit log tooling
- –Governance depends on external source control and team conventions
- –Automation requires engine familiarity and build pipeline engineering
- –Large project complexity increases configuration management burden
Best for: Fits when teams need controlled, automated Unreal content and runtime behavior at scale.
Unity
real-time 3DReal-time engine for building interactive visual experiences that run during live shows and output to media systems.
Unity scripting API for runtime control of scenes, materials, and events.
Unity integrates live-visual rendering with a tooling ecosystem that spans real-time graphics, asset pipelines, and deployment tooling for operational environments. Its data model centers on scenes, assets, and runtime state that can be serialized into project configurations and managed through versioned content workflows.
Automation and extensibility are supported through Unity scripting APIs, editor tooling, and external integrations that can drive provisioning and runtime behavior through programmable interfaces. Administrative controls rely on platform RBAC and project access patterns, with auditability focused on workspace and activity logs tied to account and deployment operations.
- +Editor and runtime scripting API enables deterministic automation of scene state
- +Asset and scene data model supports repeatable configuration across environments
- +Extensibility through packages and custom tools supports domain-specific workflows
- +Deployment tooling supports integration into existing CI and environment orchestration
- –Automation often depends on custom scripts and pipeline glue per project
- –Scene-based state can complicate data modeling for highly normalized workflows
- –RBAC granularity can lag behind complex org governance needs
- –Audit log depth may be limited for fine-grained automation and data actions
Best for: Fits when teams need scripted, repeatable live visual workflows integrated into existing build pipelines.
OBS Studio
scene graphOpen-source real-time streaming and recording software with scene graphs, filters, and virtual camera output for live visuals.
Scene transition automation using OBS scripting and control commands tied to the scene graph.
OBS Studio provides tight integration with the graphics pipeline through GPU capture, filters, and scene graphs, which makes it practical for real-time live visuals. The core data model is a scene and source hierarchy stored in project files, which supports repeatable configuration across operators.
Automation comes from a command and plugin surface, plus scripting hooks that can change scenes and inputs during a broadcast. Extensibility relies on OBS plugins and its control interfaces, but it lacks enterprise-grade RBAC and audit logging found in managed production systems.
- +Scene and source graph model stored in project files for repeatable setups
- +GPU capture and filter chains support low-latency visual pipelines
- +Plugin architecture enables custom inputs, filters, and control extensions
- +Built-in scripting and control commands can automate scene switching
- –Project files complicate multi-admin governance without a separate workflow layer
- –RBAC and audit logs for operator actions are not built into the core product
- –API surface is less schema-driven than enterprise automation systems
- –High scene complexity can increase CPU load and drop rendering throughput
Best for: Fits when single or small teams need controllable live visuals with automation via scripts and plugins.
Millumin
projection mappingReal-time video performance and projection mapping software for live shows with timeline control, effects, and devices.
DMX cue mapping to visual parameters for synchronized lighting and media playback control
Millumin runs real-time visuals and media playback for live shows by mapping inputs to a layered scene graph and timeline. Its integration depth is driven by DMX and MIDI control paths plus scripting for show logic and cue transitions.
The data model centers on scenes, layers, media sources, and cueable parameters, which supports repeatable configuration and fast operator workflows. Automation depends on how external controllers and APIs feed parameters, while extensibility hinges on scriptable control points and show file structure.
- +Layered scene model supports cueable parameters across multiple media sources
- +DMX integration enables deterministic lighting-to-visuals control
- +MIDI and OSC style control paths support external performance devices
- +Scripting enables custom show logic for cue sequencing and parameter rules
- –API surface is less standardized than typical developer automation platforms
- –Governance controls like RBAC and audit logs are limited for multi-operator teams
- –Large projects can stress editing workflows due to deep cue dependencies
- –Automation throughput depends on cue design and controller message rates
Best for: Fits when live teams need scene-based visuals that react to external lighting and controllers.
VMix
live productionLive video production application that mixes sources, applies effects, supports multi-view output, and routes to streaming and playout devices.
Macros and hotkey actions for scripted scene state changes during live transitions.
VMix fits production teams that need direct control of live visuals from a central operator station, with a workflow built around repeatable scene control. Its data model is centered on compositing primitives like sources, overlays, and output routing, which supports consistent configuration across recurring segments.
Integration depth is mostly achieved through ingest outputs, control interfaces, and plugin extensibility rather than a formal external data schema. Automation and governance depend on how scenes and macros are provisioned and triggered, with extensibility points that affect auditability and RBAC options.
- +Scene and source graph supports deterministic live compositing
- +Macro-driven actions reduce operator steps during routine transitions
- +Extensible output and plugin ecosystem fits varied production pipelines
- +Control interfaces allow remote operation for switcher-style workflows
- –Automation and API surface are limited compared with full programmatic control models
- –Governance features like RBAC and audit logs are constrained for multi-admin setups
- –Data model lacks a portable schema for external systems
- –Extensibility can increase integration variance across environments
Best for: Fits when live visuals teams need controlled scene automation with minimal external system integration requirements.
How to Choose the Right Live Visuals Software
This buyer's guide covers how to evaluate Live Visuals Software tools using integration depth, data model clarity, and automation and API surface. It also covers admin and governance controls using concrete examples from Resolume Arena, Notch, MediaMosa, TouchDesigner, Unreal Engine, Unity, OBS Studio, Millumin, VCV Rack, and VMix.
The guidance focuses on integration and control depth using the tools' named control paths like OSC and MIDI, DMX, Python scripting, and engine scripting APIs. It maps common failure points to specific gaps like missing native RBAC and audit logging in tools such as Resolume Arena, VCV Rack, TouchDesigner, OBS Studio, Millumin, and VMix.
Live visuals tools that translate show cues into controlled real-time video and media output
Live Visuals Software coordinates live media playback, visual effects, and scene or layer changes during performances while keeping operator actions repeatable. The tools solve problems like deterministic cue triggering over OSC or MIDI, stable source-to-output mapping, and external automation that stays aligned to a known schema.
Resolume Arena is an example where deterministic show triggers use OSC control tied to project scenes. MediaMosa is an example where API-based provisioning binds a schema of sources to outputs for consistent real-time configuration.
Integration-first evaluation: schema, control endpoints, throughput behavior, and governance surfaces
The highest-leverage differences across Live Visuals Software tools show up in how external systems can drive visuals. Integration depth depends on the named control paths like OSC, MIDI, DMX, Python scripting, command and plugin surfaces, and engine scripting APIs.
Admin and governance controls matter most when multiple operators and automated cues modify the same show state. Native RBAC and audit log behavior differs sharply between governed systems like Notch and MediaMosa and tools that rely on project structure like TouchDesigner and OBS Studio.
Control endpoints that match show automation paths
Resolume Arena exposes OSC control for composition and layer parameters tied to project scenes, which supports deterministic show triggers over OSC or MIDI. VCV Rack provides OSC parameter control for live patch parameter automation, and Millumin uses DMX cue mapping to visual parameters for synchronized lighting and media playback.
Explicit data model with scenes, layers, and schema-driven entities
Notch uses a structured configuration model that drives scene and parameter graphs through API-addressable control points. MediaMosa uses a schema-based data model that maps real-time sources to outputs, which reduces configuration drift across events.
Automation and API surface for provisioning and runtime control
MediaMosa supports API-driven provisioning so the same source to output mapping can be configured programmatically. TouchDesigner uses Python scripting to drive operator parameters, and OBS Studio exposes a command and plugin surface plus scripting hooks for scene switching.
Extensibility strategy that preserves integration stability
Notch emphasizes wiring into runtime entities through schema-driven configuration rather than manual editor-only workflows. Unreal Engine and Unity extend via gameplay frameworks and scripting APIs that can compose scene logic and runtime behavior, which is useful for teams building their own content pipeline and integration points.
Admin governance with RBAC and audit visibility
Notch and MediaMosa include role-based permissions and audit logging for governed edits, which supports multi-operator operations. Tools like Resolume Arena, VCV Rack, TouchDesigner, OBS Studio, Millumin, and VMix lack native RBAC and audit logging as a governance layer and instead depend on external conventions.
Throughput characteristics under real-time input and large scene graphs
Resolume Arena is designed for high-throughput performance using a layered composition model with timeline playback and a scene graph. OBS Studio can lose rendering throughput when scene complexity increases, and VCV Rack can be constrained by dense patch graphs with high module counts.
A control-and-governance decision framework for selecting the right live visuals tool
Start by matching the tool's control endpoints to the automation signals available in the show control stack. If the rig already uses OSC or MIDI for cue triggering, Resolume Arena and VCV Rack align with deterministic external parameter automation.
Next, select the tool whose data model and automation surface keep external systems synchronized with show state. For multi-operator governance with auditable changes, Notch and MediaMosa provide native RBAC and audit logging, while TouchDesigner, OBS Studio, and Resolume Arena rely more on project structure and disciplined workflows.
Map show control inputs to named control paths
List the control sources such as OSC, MIDI, DMX, Python-driven systems, or engine-level scripting calls. Resolume Arena fits OSC control of composition and layer parameters tied to project scenes, and Millumin fits DMX cue mapping into visual parameters for lighting-to-media synchronization.
Verify the data model matches how cues must stay consistent
Choose tools with an explicit scene and parameter graph or a schema-driven mapping that can be controlled predictably. Notch keeps a structured configuration model for scene and parameter graphs, and MediaMosa keeps a schema for sources to outputs that supports repeatable visual setups.
Check the automation and API surface for end-to-end runtime control
Confirm the tool can be provisioned and controlled via automation rather than only through manual editor actions. MediaMosa supports API-based provisioning, Notch exposes an API-addressable automation surface, and TouchDesigner provides Python scripting to drive operator parameters.
Stress governance requirements before building complex cue logic
Define how many operators need permissioned access and whether change auditing is required for show edits. Notch and MediaMosa include RBAC and audit visibility, while Resolume Arena, VCV Rack, TouchDesigner, OBS Studio, Millumin, and VMix do not provide native RBAC and audit logging as a first-class governance layer.
Estimate throughput risk from graph complexity and runtime workload
For patch-heavy or large-scene workflows, evaluate how dense graphs impact responsiveness. OBS Studio can increase CPU load when scene complexity grows, and VCV Rack can hit throughput constraints with dense patch graphs and high module counts.
Select extensibility that keeps integration stable across show iterations
Pick extensibility that matches the integration plan instead of only the creative feature set. Notch favors wiring into runtime entities through schema-driven configuration, while Unreal Engine and Unity offer engine-level extensibility through Blueprints, C++ gameplay modules, and scripting APIs that can drive runtime behavior.
Which organizations get the most control depth from each live visuals tool
Live visuals teams split into distinct groups based on how cues must be automated and who needs to govern changes. Tools that expose an API and schema-driven runtime control tend to fit shows with external cue systems and multi-operator workflows.
Tools that center on operator graphs, patch graphs, or scene graphs fit teams who can enforce disciplined project structure or who drive automation through scripting and messages.
Show control teams needing deterministic OSC or MIDI triggers at show time
Resolume Arena fits deterministic visual triggers because OSC control ties composition and layer parameters to project scenes. VCV Rack also fits teams that maintain a single OSC-controlled patch for repeatable behaviors.
Production teams requiring schema-driven automation and multi-operator governance
Notch fits governed visual workflows because RBAC and audit visibility support multi-operator changes and its scene and parameter graph is schema-driven with API-addressable control points. MediaMosa fits the same governance need with RBAC and audit logging plus API-based provisioning for repeatable source-to-output mapping.
Technical creators building custom live pipelines with programmable logic
TouchDesigner fits programmable live visuals integration using Python scripting to drive operator parameters and using an operator graph data flow to steer pipelines. Unreal Engine and Unity fit teams that want engine-level runtime behavior composed through Blueprints, C++ gameplay modules, or Unity scripting APIs tied to scenes, assets, and events.
Lighting-to-media integration teams synchronizing visuals to external controllers
Millumin fits synchronized lighting and media playback because it provides DMX cue mapping to visual parameters. Millumin also suits scene-based visuals that react to external lighting and controller message patterns.
Small teams needing controllable scene automation with minimal external schema work
OBS Studio fits small-team workflows because scene transitions can be automated using OBS scripting and control commands tied to the scene graph. VMix fits central operator workflows by using macros and hotkey actions to drive scripted scene state changes for live transitions.
Failure modes that derail live visuals integrations and cue reliability
Live visuals failures usually come from mismatches between cue control mechanisms and the tool's governance or data model. Tools that do not include native RBAC and audit logging often create operational risk when multiple operators modify the same show state.
Another recurring failure mode comes from automation that depends on fragile mappings between external data and the tool's internal entities. This shows up when external cues do not preserve stable scene and parameter references during creative iteration.
Assuming native governance exists when using scene or patch-first tools
Resolume Arena, VCV Rack, TouchDesigner, OBS Studio, Millumin, and VMix lack native RBAC and audit logging as a governance layer. Notch and MediaMosa include RBAC and audit visibility for governed edits, which supports multi-operator change control.
Building automation against implicit scene state that drifts during edits
TouchDesigner and OBS Studio handle live changes through project structure and scene graphs that can drift when pipelines are reorganized. Notch and MediaMosa reduce drift by tying control points to schema-driven scene and parameter graphs or source-to-output mapping.
Overloading patch or scene complexity without checking throughput limits
Vcv Rack can be constrained by dense patch graphs and high module counts, and OBS Studio can increase CPU load when scene complexity grows. Resolume Arena focuses on high-throughput layered compositions with timeline playback, which is better aligned with dense show workflows.
Treating automation as only transport controls instead of full provisioning
Many tools offer runtime control but require careful configuration to keep mappings consistent across events. MediaMosa uses API-based provisioning to bind a schema of sources to outputs for controlled repeatable shows, and Notch exposes schema-driven configuration so external automation targets stable entities.
How We Selected and Ranked These Tools
We evaluated Resolume Arena, VCV Rack, Notch, MediaMosa, TouchDesigner, Unreal Engine, Unity, OBS Studio, Millumin, and VMix by scoring features, ease of use, and value using the concrete capabilities described in each tool's feature set, pros, and cons. Features carries the most weight at 40% because integration depth, API and automation surface, and governance controls directly determine whether external show automation can stay reliable under real-time workloads. Ease of use and value each account for 30% because operator workflow and repeatability still shape whether teams can run shows without cue errors.
Resolume Arena separated itself by providing OSC control of composition and layer parameters tied to project scenes while also scoring high on features at 9.2 And delivering high overall performance at 9.0. That combination lifted it on features through deterministic show triggers and on ease of use through a project and preset workflow designed to reduce on-stage configuration churn.
Frequently Asked Questions About Live Visuals Software
Which live visuals tools support external show control via OSC or similar message protocols?
Which toolset is best when an organization needs governed configuration driven by a stable data model?
What are the practical integration differences between TouchDesigner and tools built around a formal show configuration schema?
Which products offer explicit RBAC and audit logging for multi-operator teams?
How do these tools handle data migration when replacing an existing live visuals system?
Which tools are better suited to automation pipelines that need programmatic provisioning and configuration changes?
What happens when live visuals must react to controller protocols like DMX or MIDI at cue time?
Which tool best fits workflows where performance depends on high-throughput scene and layer rendering with deterministic triggers?
Which product fits teams that need direct operator control from a single station with repeatable scene state changes?
How do these platforms differ in extensibility when the goal is adding custom control logic or runtime behavior?
Conclusion
After evaluating 10 technology digital media, Resolume Arena stands out as our overall top pick — it scored highest across our combined criteria of features, ease of use, and value, which is why it sits at #1 in the rankings above.
Use the comparison table and detailed reviews above to validate the fit against your own requirements before committing to a tool.
Tools reviewed
Primary sources checked during evaluation.
Referenced in the comparison table and product reviews above.
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