Your response went over my head a bit. I don't think I'm using Multiview, and I'm not adding any Sources as part of another Scene. This is mainly just having a list of Scenes on the bottom left of my OBS even when they aren't in use. One is for my main display, and other Scenes are for individual game captures or applications.Certainly if you use the Multiview, it always renders all of the scenes that are shown there.
And if a scene is used as a source in another scene, then of course both scenes have to be rendered.
There's also a lot to be said from a programming perspective, about always processing everything all the time, even if the result is not used. That eliminates problems with task scheduling and random "gotchas" mid-show, where the fluctuating system load ends up greater than the physical capacity, at the expense of always having the maximum possible load all the time. You know immediately, before the show starts, if the entire show will work...or rather...at least that it won't flop for *that particular* reason.
I wouldn't be surprised if OBS did that, but I don't actually know. Never actually had that problem myself, in practice.
Thanks! So if I understand you correctly, Sources and Scenes that are "hiding in the background" will not directly interfere with my Recordings, but will still consume RAM and CPU resources in relation to OBS processing those window captures. Would you describe those CPU resources as insignificant, substantive, or heavy? Is there any loose way to quantify it?Unused scenes don't interfere with your recording. If you don't change to them, it's no different to if they don't exist in the first place.
However, everything that's contained in an unused scene is still active and being processed by OBS. OBS has to do this, because you could change to the scene any time, and if you actually change to it, the content has to be available and fresh with zero delay. Display capture sources, game capture sources, their capture operation is being performed even if you never switch to their scene. If you have browser sources with activity in them (Javascript stuff, video player or media sources), this activity is continuously performed and consume memory and CPU power. Media sources are loaded and displayed, and movies played for nothing. However, media and browser sources can be configured to unload and be inactive, if their scene is inactive. But this is an exception.
Everything is running all the time, regardless of whether you're showing it or not. Add them all up as if you're showing them all at the same time, and that's your constant total, no matter what you're actually doing.Thanks! So if I understand you correctly, Sources and Scenes that are "hiding in the background" will not directly interfere with my Recordings, but will still consume RAM and CPU resources in relation to OBS processing those window captures. Would you describe those CPU resources as insignificant, substantive, or heavy? Is there any loose way to quantify it?
If it's not receiving anything, like if it's tied to something that itself is not running, then it just hangs on the last frame that it got. Solid black or transparent if it's never received anything at all yet in this session. No processing the input in that case, that I'm aware of, but whatever filters you might have on it, do still run, and they *are* receiving data. (that last frame, repeated, or generated if there's never been something yet)For example, most of my un-used game captures are basically "hooked" to a .exe that the computer is literally not running. This probably means OBS is doing next to nothing to process it. But let's say that while I am currently recording a fullscreen game in the foreground, I also have an un-used main display capture Scene in the background that is not being recorded. Does that un-used main display Scene take up a lot of memory and CPU resources simply for being on my list of Scenes?
To make sure I understand what you two are saying, I recognize that if I have many things open on my PC, those things will all draw resources. But does OBS itself draw significantly more resources because I have those things open & grabbed as un-used background Scenes? I'm unsure how much overhead OBS actually uses for processing all these un-used background Scenes and Sources, basically. To clarify my use case though, I am always only ever Recording one specific window at a time. Just one game, or one browser, or one window. This isn't for a stream-type setting where I am pulling in multiple windows to overlay on top of each other, etc. The other Scenes / Sources simply exist because I needed to add them for previous and future recordings. Does this change any of the answers?Everything is running all the time, regardless of whether you're showing it or not. Add them all up as if you're showing them all at the same time, and that's your constant total, no matter what you're actually doing.
Except for the exception that @koala pointed out, of videos and similar that are specifically set to not do that. But again, that's an exception, not the rule.
I'm definitely troubleshooting some weird recording behaviors, but also trying to get a better grasp of the technical magic happening behind the scenes too. An example of something I keep running into is Frames missed due to rendering lag. I always get 27 or so of those frames lost just for alt-tabbing back to a fullscreen game, but randomly get 1 or more missed frames added to that counter for unknown reasons. Occasionally, I'm also getting the 21ms or 42ms of audio buffering problem too.If your machine has trouble keeping up with all that you actually need (or want to keep around "just in case"), then you should look at getting a better machine, or separating its duties to multiple machines.
If your machine keeps up just fine, don't worry about it. 90% load is perfectly okay, so long as it's *constant*. (means it's doing everything that needs to be done, and still has 10% downtime) It's only the fluctuating loads that need to be kept low, "just in case".
They are minor. If you have performance issues, they might push an almost fully loaded (but still well running) system over the edge to significant dropouts. In this case, get rid of everything nonessential. But if you don't have any performance issues, keep it if you need it for convenience.Would you describe those CPU resources as insignificant, substantive, or heavy? Is there any loose way to quantify it?
This is so powerful, a single added capture source is insignificant in case you're running a best practice setup, which includes OBS fps=60, color format nv12, resolution not higher than 2560x1440 (in case of 4k you need to be a little bit more careful), and limiting your game's fps, so the game will not fully load the GPU but leaves room for OBS.My CPU is the 7950x3d, and my GPU is a 4090
Hmm, I am definitely pushing that envelope then. The recordings are basically in 4k, 60fps, and often in HDR (meaning sometimes NV12 and sometimes P010). I also often run the games over 60fps but that's something I've been experimenting with. I have a ton of questions which I am trying to decide if I should just move to new threads, but for example:They are minor. If you have performance issues, they might push an almost fully loaded (but still well running) system over the edge to significant dropouts.
This is so powerful, a single added capture source is insignificant in case you're running a best practice setup, which includes OBS fps=60, color format nv12, resolution not higher than 2560x1440 (in case of 4k you need to be a little bit more careful), and limiting your game's fps, so the game will not fully load the GPU but leaves room for OBS.
Thanks. Wanted to make sure that was normal.Lost frames just in the moment you alt-tab to or from a game running in true fullscreen mode is irrelevant. Ignore these. They happen during the graphics mode switch.
There's no difference whether you use a scene or not. If it's *there*, it consumes the same, regardless.To make sure I understand what you two are saying, I recognize that if I have many things open on my PC, those things will all draw resources. But does OBS itself draw significantly more resources because I have those things open & grabbed as un-used background Scenes? I'm unsure how much overhead OBS actually uses for processing all these un-used background Scenes and Sources, basically.
Running anything bigger (more pixels per frame) or faster (more frames per second) creates more work. Keep those as low as possible while still producing an acceptable result. What's acceptable depends a lot on you, what you're doing, and your audience.1) Does playing a game above 60fps while recording that same game at 60fps create extra strain on the hardware from the OBS side, caused by the difference in fps? Is there anything magical about recording at the same FPS as the source game that makes it less of a strain on the OBS side? To clarify, rendering more fps on the game obviously has higher demands on my PC, but I don't understand how OBS actually records things, so I don't know if syncing 60fps gaming to 60fps recording makes OBS's job easier or something.
A difference in fps doesn't put any increased load upon the system. The consequence is more subtle. If OBS does capture, it wakes up at the start of every frame and iterates over all sources. It takes a snapshot of the source at this moment, then composites it on the canvas and sends it to wherever the output should go (recording or stream). Then it sleeps until the next frame is due and does the same for the next frame, and so on.Does playing a game above 60fps while recording that same game at 60fps create extra strain on the hardware from the OBS side, caused by the difference in fps? Is there anything magical about recording at the same FPS as the source game that makes it less of a strain on the OBS side?
Thank you for explaining that *sensibly* for a change! Every other rebuttal I've had, came across as an id10t kid who took the marketing bait and was incapable of thinking any more than to say "ur stoopid". Of course, that doesn't convince anybody other than themselves.By the way, what AaronD says about the human eye not being able to perceive more than 60 fps isn't true. It's not able to see the individual frames any more, that's true. However, it still sees a higher fps as more smooth motion. It's more natural, more pleasant, more clear and less motion blur. He either has old eyes, or he never saw a smooth high-fps game. Slow camera panning with high fps is rock solid and crystal clear, while the same panning with 60 fps is never so smooth and appear more blurred. If you once played with high fps for a week, you will never want to go back to 60 fps, feeling it's vastly inferior. You feel it even with the Windows desktop, moving the mouse or moving windows around.
There is also this site: https://testufo.com/ where you're able to visualize difference in perception of 60 fps and higher-than-60-fps video, in case you have a monitor able to run with higher han 60 fps.
So this must be what variable frame rate (VFR) means... Interesting!The nasty thing about that is that modern video formats such as mp4 do have a means to record exactly the timestamp when a frame was created, and media players are aware of this timestamp and are able to reproduce the slightly unsteady original capture sequence instead of playing back with a strict 60 fps timing, and OBS is writing this timing into the video file (as far as I know).
Amazing. I'm gonna be spreading that around.