Is it okay to run Display Capture and Game Capture in the same scene if one is always off?

laputanmachine

New Member
If I always keep at least one of the two off (greyed out eye) will it still be a problem? Or do these things keep running in some form even after you click the eye icon?

(It would be more work for me to maintain two scenes and I am lazy)

What kind of hardware overhead does having them both in the scene add? Or is the issue something else?

The log analyzer page explains that there is an issue with mixing these in the same scene, but doesn't go into detail on what it is.

I have an issue with 100% GPU usage/uncapped framerates in some games, but I have no idea if that can potentially make it worse or has no impact at all on anything in practice. Is it implicated in the audio buffer issue?
 

FerretBomb

Active Member
Even if the sources are set not-Visible, they are still active. DCs are the least-performant capture type, and can very easily conflict/interfere with both GCs and WCs, as well as other DCs (especially if multiple DCs are pointed at the same monitor for some reason); they should only be used as a last-resort, if absolutely necessary, in their own separate scene, not nested with any other capture types.

Conflicts can manifest in a number of ways; most commonly significant amounts of unexplained late/skipped frames, additional system overhead, and even reduced in-game framerate. It doesn't happen always, but can also start and stop without rhyme or reason, with no configuration changes. It's really, *really* not-good.

Personally, if I absolutely need one, I'll add it in Studio Mode while I'm live, then delete it as soon as I'm done. More often I'll just use my capture card (hooked up through an HDMI matrix) to avoid dealing with the potential problem entirely. Having an unrestricted capture is dangerous as far as PII leakage is concerned though, no matter how it's done.
 

laputanmachine

New Member
Even if the sources are set not-Visible, they are still active. DCs are the least-performant capture type, and can very easily conflict/interfere with both GCs and WCs, as well as other DCs (especially if multiple DCs are pointed at the same monitor for some reason); they should only be used as a last-resort, if absolutely necessary, in their own separate scene, not nested with any other capture types.

Conflicts can manifest in a number of ways; most commonly significant amounts of unexplained late/skipped frames, additional system overhead, and even reduced in-game framerate. It doesn't happen always, but can also start and stop without rhyme or reason, with no configuration changes. It's really, *really* not-good.

Personally, if I absolutely need one, I'll add it in Studio Mode while I'm live, then delete it as soon as I'm done. More often I'll just use my capture card (hooked up through an HDMI matrix) to avoid dealing with the potential problem entirely. Having an unrestricted capture is dangerous as far as PII leakage is concerned though, no matter how it's done.
Ah, so that clears it up. I will have separate scenes for DC(when needed) and GC/WCs then.
 
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