Question / Help Adding a Delay To Game Capture

DanTheDJ

New Member
Hi all,

Let me first explain the setup I have here:

I have my main PC, which I will be playing a game on, and streaming out to twitch.

My friend is bringing round his pc, and will be plugging it into a capture card I have (Elgato HD60)

I have created a scene with room for both of our screens, but obviously the elgato has a 1-2 second delay. Can i also delay my game capture? I know I can delay Video sources, but I need to capture my Game with the same amount of delay (roughly) as my friends input from the capture card.

Anyone know how to do this?


Thanks,

Dan
 
Not really. The problem is that it would take an enormous amount of RAM and resources of your system to even delay the game capture for just one second. Every picture of this second would have to be saved at full quality before it could be send to the encoder. I would honestly recommend to get a capture card without delay and return the elgato if possible.
 
Still hoping this gets added in the rewrite, for those who do have enough memory (or more specifically VRAM) to set a chunk aside and allow synchronizing everything on the stream. Assuming static assets (overlays, bugs) don't need to be cached for each frame, should only be 100-400MB per second of delay, dependent on resolution and framerate. And with most discrete video cards trending toward the 3GB range at this point? I'd happily trade a chunk of that to not have to deal with trying to get everything to match up.

Even easier if system RAM could be used (though bus-flooding could be an issue unless you're using an integrated GPU with a shared system memory window) since 4-8GB is pretty common there, and higher end machines exceed this quite often, sometimes by a significant amount.
 
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