Bug Report League of legends Game capture Issue

Dieinpeace

New Member
I am trying to stream league of legends using game capture. But its doesn't seem to work. I can use monitor Capture to stream the game, But it creates such a load on my net its essentially unplayable. goes from 80 ping( non monitor cap) to around 400 or higher( with monitor cap).I tried lower my Encoding settings to just about the bare minimum and still got this network lag issue due to the upload. So monitor capture is out of the question. Tried league in both full screen and borderless and have the same issue regardless. Game capture works great with every other game i have tried. I have gone through the forums looking for a fix and nothing seemed to help. I have attached my last three log files hoping they provide some help. I have also tried the lastest test version of OBS along with the pervious version.

TL:DR short version here is i can't get League of legends to stream in game capture. All it does is black screen. Works in Monitor capture with huge network lag.

Thanks,
 

Attachments

  • 2013-05-02-2343-41.log
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  • 2013-05-02-2325-18.log
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  • 2013-05-02-2315-08.log
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hilalpro

Member
Try this build with game capture and use only 1 capture source per scene viewtopic.php?f=5&t=68
Lower your audio bitrate to aac 96 and also the video bitrate if you don't have enough upload.
Disable automatic low latency mode, and downscale to 960x540 and lower the fps back to 30.
 

Dieinpeace

New Member
Still black screen with those suggested settings using game capture. using monitor Capture stilling getting massive lag pings of 350ish to mid 400's
 

hilalpro

Member
Can you post an updated log file wit those settings ? also run a little program called shaper probe and post the results.
 

Dieinpeace

New Member
Done the results of the network lag for each mode is in the comment for the files.

Shaper probe results:

DiffProbe release. January 2012. Build 1008.
Shaper Detection Module.

Connected to server 38.106.70.162.

Estimating capacity:
Upstream: 734 Kbps.
Downstream: 15634 Kbps.

The measurement will take upto 3.0 minutes. Please wait.

Checking for traffic shapers:

Upstream: No shaper detected.
Median received rate: 709 Kbps.

Downstream: No shaper detected.
Median received rate: 15344 Kbps.

For more information, visit: http://www.cc.gatech.edu/~partha/diffprobe


It looks i could lowering myrate to around 550 and use monitor capture. But i am still getting no video from game capture. I was testing out mount& blade with both capture methods and game capture does signifigantly lower the upload/ lag.
 

Attachments

  • Monitor cap.log
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  • Game Capture.log
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hilalpro

Member
Monitor capture is not the cause of the lag/high ping.
you have a very limited upload speed and you'll have to significantly reduce the bitrate/bufsize for the ping and frame drops issue to go away try 500 bitrate/bufsize and 64bitrate for aac audio.

As for game capture have you tried hooking the game with the game capture hotkey function ? try it when you jump into a lol game and not the client because they're separate.
 

GuardianX

New Member
You won't be able to do game capture because of this line:

Warning -- GraphicsCaptureSource::BeginScene: Failed to inject library, GetLastError = 5

in your log files. From what I gather, this means that the game is stopping the memory from being read (the process of streaming the actual game in the game capture method) and the game cannot be streamed this way.

You can TRY a work-around but it likely won't work.

Code:
Open OBS -- go to your scene where you stream LoL -- Delete Game Capture -- Close OBS

THEN:

Log into League -- Start a game (freaking Adobe air...) -- Open OBS -- ADD Game Capture

Done.

Based on your last post about network speed: "Upstream: 734 Kbps" is what you have to work with.

I hesitate to say but that really isn't enough to stream anything of any quality if you are looking to have viewers.

Your Audio:

Audio Encoding: AAC
bitrate: 96

Makes the max you can stream anything 638 Kbps with a more "Real" estimate being around 550 and even then that would be "best weather" scenario. I'd suggest:

Code:
Downscale your resolution: 2.75 (698x392)
Max Bitrate: 600
CBR Unchecked
   Can check this if you REALLY want, the difference is:
     Checked, more bandwidth used (more lag for you possibly)
     Unchecked, possible periods of spikiness and possibly less bandwidth.
Quality Balance 6-7 range

Again, don't mean to be a downer but unless you are doing this purely for a fun factor and not having visions of dollar bills falling on you from playing games you won't gain much from streaming. It's an awesome thing to do, don't get me wrong and I had a blast streaming when I could while I played games but at your bit rate it would essentially be like watching TV on an old tube television (not a flat screen) or like playing the game themselves in a window about 1/8th the size of your monitor.
 

Dieinpeace

New Member
Yeah based on what I found when i looked into my ISP's upload rate it is just terrible :(. So nothing i can really do on my end other then bug the hell out of them to increase my upload rate. I set bitrate lower to 450 half of my upload rate which is the recommended setting. It's working fine with every other game but i haven't given League a try yet with the settings. Looks like i am stuck using monitor capture for that game. As that works fine to actually stream the game.

Thanks for the honestly on my net quality. I actually just started streaming so me and few friends can play some single player games together in a sense. Guess my days of being the next big LOL streamer will have to wait :(.
 

dodgepong

Administrator
Community Helper
LoL should capture fine with Game Capture...I'm not sure why you would be getting that error. Do you have any other things hooking into LoL, like other overlays or something?

Usually the best practice for LoL is to use Window capture to capture the launcher and a different scene with game capture to capture the game, and use the Simple Scene Switcher to transfer between the two: viewtopic.php?f=11&t=1785
 

GuardianX

New Member
LoL, Oh I hear you on the upload speed.

Most annoying for me is that I live in a community and they have an agreement with AT&T for u-verse in the community as long as they are the ONLY business in town* (*community). Would be nice if it was NICE u-verse but it is 12mb down and like 700 up.

Ultimate middle finger? 2 blocks over are Fios, Cox, Comcast and TWC all at 50Mb down and 20 up...

The bad part about uploadspeed is that in order for you to get higher upload you usually have to pay through the nose.

An example for us:

Code:
Down |  Up  |  Cost

 24      2     72/mo
 18     1.5    66/mo
 12      .7    58/mo
 6       .7    52/mo
 3       .5    39/mo
 1       .5    25/mo

Tack on +6 for "Modem rental".

2 Blocks over? 50 down 20 up for 49 a month.
 

Dieinpeace

New Member
Well as i was stated in a previous post i have a weird memory read issue when trying to stream League in game capture mode. I am not sure what that intales. But to be honest its not a big i have actually seems to have fixed my issue of at least me getting massive lag while streaming league of legends. The simple fix after all was just to lower MAx bitrate to 450( half my upload of around 700) and lower my FPS to around 25. Now i can stream League in monitor capture with very little lag on my end and from what i could tell on the streams end as well. But sadly no viewers to confirm the quailty is good on the output. I am also running at 1080P.

So if your getting massive lag spike make sure to figure out your upload speed (speedtest.net) and put your max bitrate to a max of only half that amount.


P.S. Still getting black screen with game capture for league of legends. I have tried multiple fixes to no aval. NO overlays i haven't even delved that deep into streaming yet :).
 
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