SKU: 53678031772

HiLook NVR-104MH-C-4P

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Description

HiLook NVR-104MH-C-4PThe HiLook NVR 104MH C 4P supports 4 IP cameras, 8 MP resolution, H. 265+ compression, 4K HDMI output, and PoE for efficient surveillance. * THIS PRODUCT REQUIRES A HARD DRIVE * Sold Separately The HiLook NVR 104MH C 4P supports up to 4 channels of IP camera input, with a maximum resolution of 8 MP per channel. It features powerful decoding capabilities, offering up to 1 channel at 8 MP or 5 channels at 1080p, delivering clear and detailed video for

The HiLook NVR-104MH-C-4P supports 4 IP cameras, 8 MP resolution, H.265+ compression, 4K HDMI output, and PoE for efficient surveillance.

 

* THIS PRODUCT REQUIRES A HARD DRIVE * Sold Separately 

 

The HiLook NVR-104MH-C-4P supports up to 4 channels of IP camera input, with a maximum resolution of 8 MP per channel. It features powerful decoding capabilities, offering up to 1 channel at 8 MP or 5 channels at 1080p, delivering clear and detailed video for all your surveillance needs.

Key Features:

  • Up to 4 IP camera inputs with 8 MP resolution support
  • Decodes 1 channel at 8 MP, 3 channels at 4 MP, or 6 channels at 1080p
  • Supports up to 40 Mbps incoming bandwidth
  • H.265+ compression reduces storage space by up to 75%
  • Simultaneous HDMI and VGA output with up to 4K HDMI resolution
  • Smart search and playback features
  • Supports multiple VCA events
  • Includes 4 independent PoE network interfaces
  • One-way audio output and two-way audio input via RCA

Efficient Video Compression

Utilising H.265+ compression technology, the NVR-104MH-C-4P effectively reduces storage space requirements by up to 75%. This ensures that you can store more footage without compromising on video quality, providing a cost-effective solution for long-term surveillance storage.

Versatile Video Outputs

The NVR offers both HDMI and VGA outputs, allowing for simultaneous video display on multiple monitors. It supports HDMI video output up to 4K resolution (4096 x 2160) at 30 Hz, making it suitable for high-definition display setups in surveillance rooms or control centres.

Storage Flexibility

The device includes a SATA interface that supports hard drives up to 8 TB, ensuring ample storage for recorded footage. Additionally, with smart search and playback functionality, you can quickly access and review footage with ease, enhancing efficiency during investigations.

Advanced Smart Features

The HiLook NVR-104MH-C-4P supports a range of intelligent video content analytics (VCA) features, such as motion detection, line crossing, intrusion detection, heat mapping, ANPR, and people counting. These features make it an ideal solution for enhancing security monitoring and gaining valuable insights from the footage.

Network Connectivity and PoE Support

Equipped with 4 independent PoE ports and a 10/100 Mbps Ethernet interface, this NVR ensures easy connectivity to IP cameras and network devices. The 4 PoE ports provide both power and data transmission to cameras, simplifying installation and reducing cable clutter.

Reliable and Energy-Efficient Design

The NVR-104MH-C-4P is built for reliability with low power consumption (under 10 W without HDD and PoE off) and wide operating temperature ranges from -10 °C to 55 °C. Its compact design (265 × 225 × 48 mm) ensures it fits neatly into a variety of installations, making it an excellent choice for both commercial and residential surveillance applications.

Shipping Notes
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  • Except Preorder products are shipped in 48 hours.
  • Delivery to the USA:
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Exchange/Return Notes
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  • Final sale items are not eligible for returns or exchanges.
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SKU: 53678031772

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4.3 ★★★★★
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Tinkerer
Boise, US
★★★★★ 5
There's nothing else out there that's this comprehensive
Format: Hardcover
Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
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Reviewed in the United States on August 18, 2019
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Verified Purchase
robert thompson
Waukegan, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Charlottesville, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
Verified Purchase
Joan Rubio
Lake Worth, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Lowell, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019

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