OBS Studio Gets a New Renderer
Posted by aizk 12 hours ago
Comments
Comment by MBCook 4 hours ago
Is that really what you’d have to go through to have a working system with plugin shaders from 3rd parties on multiple backends? Or is mostly the result of time and trying to keep backwards compatibility with existing plugins?
Telling external devs “Write a copy in every shader language” would certainly be easier for the core team but that’s obviously undesirable.
Comment by delusional 3 hours ago
Comment by JSR_FDED 9 hours ago
“OBS Studio Gets A New Renderer: How OBS Adopted Metal”
Comment by RobotToaster 8 hours ago
Comment by smcnally 5 hours ago
Comment by MBCook 4 hours ago
But they’ve clearly learned a lot that will help in the future with other modern APIs like DX12 or Vulcan.
Comment by mariusmg 2 hours ago
And i call it great music.
Comment by monster_truck 3 hours ago
That's besides the point though, the OS has been trash for realtime encoding for over a decade now. At the very least you have to write a script to repeatedly renice the process back to the top when it tries to protect you from the excessive thermal load lmao
Comment by robert_foss 1 hour ago
Vulkan support was introduced in OBS Studio 25.0 in March 2020, 5.5 years ago.
Comment by jdboyd 47 minutes ago
Comment by Venn1 9 hours ago
Comment by ayi 3 hours ago
Comment by andrekandre 8 hours ago
> Metal takes Direct3D's object-oriented approach one step further by combining it with the more "verbal" API design common in Objective-C and Swift in an attempt to provide a more intuitive and easier API for app developers to use (and not just game developers) and to further motivate those to integrate more 3D and general GPU functionality into their apps.
slightly off-topic perhaps, but i find it amazing that an os-level 3d graphics api can be built in such a dynamic language as objective-c; i think it really goes to show how much optimization put in `objc_msgSend()`... it does a lot of heavy lifting in the whole os.Comment by Rohansi 8 hours ago
Comment by jasonwatkinspdx 4 hours ago
In the early 2000's there was a book on using Direct3D from C# that was pretty influential as far as changing people's assumption that you couldn't do high performance graphics in a GC'd language. In the end a lot of the ideas overlap with what c/c++ gamedevs do, like structuring everything around fixed sized tables allocated at load time and then minimal dynamic memory usage within the frame loop. The same concepts can apply at the graphics API level. Minimize any dynamic language overhead by dispatching work in batches that reference preallocated buffers. That gets the language runtime largely out of the way.
Comment by monster_truck 3 hours ago
Comment by pjmlp 3 minutes ago
Comment by pmalynin 7 hours ago
Comment by adamnemecek 7 hours ago
Comment by almostgotcaught 5 hours ago
Comment by adamnemecek 1 hour ago
What you are talking about are C++ wrappers around Metal Objective-C API. Yes, it is weird as they are going C++ -> Objective-C -> C++. Why not go directly? Because Apple does not ship C++ systems frameworks.
The term is Objective-C++.
Comment by leecommamichael 4 hours ago
Comment by zdw 8 hours ago
Comment by stephen_g 2 hours ago
Not sure why though, because Metal 3 is still supported on a bunch of Intel Macs...
Comment by caseyf7 3 hours ago
Comment by vegabook 3 hours ago
Comment by __mharrison__ 10 hours ago
Comment by ChrisMarshallNY 7 hours ago
Comment by keyle 9 hours ago
Comment by snvzz 10 hours ago
I hope the next version actually works in some facility.
Comment by dwoldrich 10 hours ago
Comment by keyle 10 hours ago
AAA titles with newer graphics, well, you can always send a capture the PC with the nvidia card's screen through a capture card.
Back in my days of streaming, macOS was no option, cca. 2017. Today I'd do it with any M processor mac without a second thought.
Comment by stephen_g 2 hours ago
Comment by zeeeeeebo 2 hours ago
Comment by jdboyd 40 minutes ago
Comment by 29athrowaway 10 hours ago
- recording your screen but not streaming
- you are not customizing what goes into your screen
Then use something else. GPU screen recorder has a lower overhead and produces much smoother recordings: https://git.dec05eba.com/gpu-screen-recorder/about/
Comment by aizk 9 hours ago
Comment by gooberman 57 minutes ago
Comment by purple-dragon 9 hours ago
Comment by zamadatix 9 hours ago
Comment by GSimon 8 hours ago
Comment by lelandfe 7 hours ago
A famously missing macOS feature. Loopback is yonder: https://rogueamoeba.com/loopback/
> the shortcut to stop screen recording on QuickTime sucks, it’s like CMD+CTRL+ESC
I just stop it from the menu bar, then on the resultant video press Cmd-T (trim) to lop off that footage.
Comment by ramses0 8 hours ago
Comment by spike021 8 hours ago
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Comment by ycombinete 3 hours ago
Comment by mcny 7 hours ago
Comment by jasonlotito 9 hours ago
Edit: I think you might have skipped reading the post. It's about OBS on MacOS. Where quicktime exists. Your suggestion seems geared toward Linux.
Comment by minimaxir 9 hours ago
Comment by jasonlotito 9 hours ago
Comment by stavros 9 hours ago
Comment by maxlin 6 hours ago