Genvid SDK 1.8.1¶
Welcome to Genvid SDK 1.8.1. This is a bug fix release. See other previous releases notes for more information on the content of the 1.8.0 release.
Current functionalities¶
Here is a summary of our current functionalities. See below for the list of new features in this release.
- Windows C++ API with a C# wrapper
- D3D11 or raw frame video capture
- WASAPI audio capture
- Video encoding (H264 + AAC)
- Video streaming to YouTube
- Multiple audiovisual and data streams coming from multiple instances
- Streaming of additional arbitrary game events and notifications
- Scalable event messaging system
- Javascript SDK for embedded webpage
- Automatic synchronisation between video and game data streams
- Unity3D integration (Game and Management)
- Unreal Engine integration (Game and Management)
- D3D11, Unreal Tournament and Unity 3D Samples
- Extensive documentation
- Tools and scripts for managing your local and remote clusters.
- Configuration scripts for AWS deployment
- REST API to control the services (still in beta)
- Multiple distributed source of A/V and Data (still beta)
- Live video edition and basic composition effects (still in beta)
- RTMP Ingest server (still in beta)
- Metrics feed (still in beta)
More to come¶
Additionally, we are working on a full new feature pipeline to be released as soon as they are ready:
- A remote management services to share your clusters with others.
- SSL support for external APIs.
- ACL support on Management APIs.
- Hardware encoding.
- Instant replay.
- Better management of cluster configurations.
- Many more improvements and features expositions in our UI (including the plugins).
- Offline recording and playback of data streams.
- Offline broadcast session editing.
Fixes in this version¶
- [gvencode] Fix crash on non-even framesize.
- [sdk] Fix buffer leaks when used with non-RGB format.
- [doc] Fix metrics documentation.
Known bugs¶
We weren’t able to fix some bugs in time for this release, but we intend to fix them shortly.
Genvid UI and Compose windows isn’t available if behind a proxy¶
Future versions of the bastion will have a remote server to allow access from different machines. The current version however has very limited support for this and is very likely to have some problems if the bastion host lives behind a cluster firewall (like on a Amazon EC2 machine). The workaround will be to create a VPN connections to the bastion machine so that the local IP of the machine is accessible from the client machine.
Engine Plugins can only manage local cluster¶
The new API for multiple cluster support was not available to implement the cluster selection at this time. It will be available in a future release.
The application doesn’t work properly after Windows comes back from sleep¶
Nomad has some difficulties with sleeping jobs, including itself. This
is unlikely to get fixed in Nomad, but shouldn’t happen in production
environment. The best workaround at present is to not
allow Windows to go to sleep when you are running the service, or simply
to restart the service with a genvid-bastion reinstall
(unfortunately,
genvid-bastion restart
is not sufficient).
The YouTube stream isn’t properly reset after a restart of gvencode¶
If the services are stopped and restarted shortly thereafter, the YouTube streaming service will consider it as part of the same streaming session. Although this may be a desirable effect most of the time, this could lead to showing up as the previous session due to the long latency between the services and the actual view which can create some delay in the stream. A future version will provide a proper way to request a new stream, but until then, you can either reset your stream key from the YouTube dashboard or simply wait a little longer (about 5 minutes should be enough) before restarting the service.
Audio captures microphone, or infinitely loops¶
Since we capture audio with a loopback device, every sound going
through the machine running the game will get captured. This includes
system alerts, microphone input, as well as your web browser. When
test-viewing your game stream using the same local machine running the
game, the game will also capture its own audio stream with ~10s of
latency, yielding some echo with progressively worse sound quality
(since it is compressed every time it is streamed). The recommended
workaround is to disable audio altogether
(genvid.encode.input.silent = true
in your configuration, which is
the default), or to use a separate machine to observe the website.
These issues are moot when the game is deployed in a cloud
infrastructure.