OBS redux

Roller

New Member
I'm able to capture CamTwist as a "Video Capture Device". Just not able to scale it in the preview YET. Also there is still only 4 x 3 options for it and no 16 x 9. Be aware that I'm using CamTwist 3.0 beta and not 2.5 final (FMLE will not see CamTwist 3.0 beta). But once they include scene editing CamTwist and CocoaSplit won't be necessary. This is the first compiled alpha guys so patients grasshoppers. :)

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zwiki22

New Member
I'm able to capture CamTwist as a "Video Capture Device". Just not able to scale it in the preview YET. Be aware that I'm using CamTwist 3.0 beta and not 2.5 final (FMLE will not see CamTwist 3.0 beta). But once they include scene editing CamTwist and CocoaSplit won't be necessary. :)

View attachment 2541
Oooooh very nice. I will have to try this out now.
 

camb

New Member
Hey there,

Finally saw that you had a compiling version so I decided to try it. Needless to say it worked great, but I couldn't figure out how to get my desktop audio into the video file. I have wavtap open and installed and the desktop audio setting set to wavtap, but whenever I record the audio isn't there. I've tried recording on wavtap and then starting my OBS recording, but that just gives me two separate files. I haven't tried to streaming yet.

Any help?
 

Sal

New Member
Well we could theoretically create our own drivers but I just don't have the time at the moment, soundflower isn't that hard to configure, at least when it's working properly. I haven't noticed any issue with 64ch. You just need to set it to 64ch in audio settings.

And I am pretty sure wirecast does have its own driver at least as far as I know. The only way to capture sound is via a driver because apple does not provide a means of capturing audio in its API. I should know, I searched and scoured the internet for a long time until I finally found a message somewhere on stackoverflow from an actual apple developer who said they did that on purpose for 'performance' reasons.

We're relying on soundflower right now simply because it's currently the only available option outside of writing our own driver. I think there's also a driver called Wavtap which I think may be much easier, and also open source, but I'm not sure if it works with other programs.

Sal - why does your computer only go to 10.6.8?

It only goes up to that because my computer is very old and I do not have money for a new one.
 

paibox

heros in an halfshel
If your computer is that old, you pretty much won't be able to stream anything anyway, so nothing we could do would really help you. Streaming is a very CPU intensive task, and you do need a good computer to stream at any "decent" quality.
 

philament

New Member
I was really hoping OBS would be a little more efficient with CPU usage than FMLE though. I'm running a fourth gen quad core and FMLE still encodes 720 at less than 30 fps.
 

paibox

heros in an halfshel
Philament, what are you talking about? I replied to Sal's post about his computer being too old to qualify for the upgrade to 10.9, which would most likely mean that it's a mobile Core 2 Duo of some kind.

FMLE uses some ancient version of the MainConcept h.264 encoder, of course x264 (which obs-studio currently uses) is going to be more efficient than an already inefficient encoder that hasn't been updated in four years.
 

Mmiz

New Member
Is there any plans on implementing QT encoding for us that have h.264 hardware encoder cards etc?
 

manos34

New Member
I'm pretty sure you can update for free manos34. Mavericks is free last I recall, unless it's only if upgrading from 10.8 or something.

Unfortunately I don't even have access to the earlier mac platform APIs anyway, apple likes to make it very difficult for developers for backward compatibility.
I have not tried and I can not upgrade.
 

someonepl

New Member
Hello Jim!
Nice to hear that you have an alpha (?) version for Macs but what is the status of Windows/Linux versions? Are they ready to release an alpha version any time soon?

Cheers
 

Lain

Forum Admin
Lain
Forum Moderator
Developer
Windows version works fine, recently had device capture implemented (was my distraction I was talking about), but still needs a fair amount of work before I could consider it up to par with the original windows version. The original windows version has deinterlacing, game capture, plugins, and a lot of things that just won't be present at first. It will have the better device support first though, I promised way too many people that I would implement all the devices that have been having trouble first and foremost. Well, scene editing and image file support first, and then that.

Linux version has almost everything, thanks to crazy awesome linux programmers. Multiple types of audio/video captures. It's all going pretty nicely on there, but the problem is mostly package managers, ffmpeg, and compiling. On windows and mac, things are fairly easy for distributing because you can modularize the installation, but on linux you're typically supposed to rely on package managers, which is somewhat frustrating.
 

Weegee

New Member
but the problem is mostly package managers, ffmpeg, and compiling.
Shouldn't this be a problem for distributions and package maintainers rather than for the developers? I'd have expected package maintainers to solve all the problems regarding packaging for their distributions themselves.

Well, except for the Debian/Ubuntu libav/ffmpeg split. That's just completely brainless and annoying for developers.
 

Brandon8888

New Member
Do you guys have an idea of when we would be able to stream/record gameplay through the Elgato or other devices on the Mac version?
 

paibox

heros in an halfshel
Any capture device with proper avcapture drivers should already work in the OS X version. Elgato does not provide proper drivers for their device, and thus support for it can't be implemented without actual assistance from Elgato.

It is also possible that they may make an avcapture driver available for their card, but you would have to ask them about that.
 
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