Nested scenes vs source groups vs plugins

Destroy666

Member
I'm planning to organize my scenes now that I'm adding more, e.g into different overlays and then multiple scenes for specific games/apps, each utilizing different overlay(s). For now I split audio into a separate scene, then nested it, and that has worked fine for a while. But I've seen groups are also an option.

Is there some sort of comparison for both? When would you use one over another and why? Are there any plugins that you'd recommend for further organization possibilities?
 

Destroy666

Member
Scene source is always real scene, while Group itself is dummy source.
Thanks, but not too sure this answers my question(s) and in what way.

I'm looking for advantages from user's perspective, so e.g.:
- nested scenes can go deeper than groups and be basically infinite
- groups can be colored
- ...
Anything that you could utilize as a user, not technical terms.
 

koala

Active Member
Included scenes are somewhat static: they have the same size as the scene where they are included, so you will usually use the feature to merge (overlay) two scenes.

Groups are parts of a scene. They don't need to occupy the whole scene. They blend with all the other objects in a scene and are more dynamic, if you arrange/resize them. It's also more implicit if you change something in a shared group: you just change your scene, and if the item you change happens to be a part of a shared group, that part in other scenes changes as well like magic.

I see groups as lightweight versions of sharing screen items, if a whole extra scene is not warranted.

Scenes, on the other hand, might be good if you want one template scene with your corporate identity or whatever you intend to show on every single scene. You design your template scene first, then you create your other scenes by first including the template scene, then add the scene-specific content. On the other hand, this will work with groups as well: you design your first scene with everything and group the parts you want to have in every scene. Then create new scenes and add that group first. Then add the additional items outside of that group.

Nested scenes clutter your scene list. If you use nested scenes, you get scenes you never show, although the purpose of a scenes is to show it.

If it comes to technical aspects, the only thing I see that is different is that groups cannot be nested. Their depth is only one level. Every other feature seems to be shared between both.
 

koala

Active Member
Groups are perfect to separate filters from multiple instances of the same source. For example, if you want to include a capture device multiple times, with different filters applied to each instance. You cannot add the capture device multiple times, you can only add instances of the same device multiple times ("add existing" option or copy "as reference"). If you do the latter, each filter you attach will appear to each instance. If you put such instanc into a group, you can attach the filters to the group instead of directly to the instance, so it will not show up on other instances.
 
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