* "Quality" Minimum/Maximum is actually QP Minimum/Maximum
* Bitrate Limits is now just Limits
* Buffer Size and Quality Target have been moved into "Limits".
The high priority CUDA stream causes libOBS to be at a lower priority than the tracking, which is not what we want. Instead we want tracking to be incomplete in those cases, rather than slowing down encoding and other things.
Geometry updates are also now done once per frame instead of one per tracking update, which should improve the smoothness without affecting performance too much. Additionally all tracking info is now in the 0..1 range, which drastically simplifies some math - especially with texture coordinates.
To deal with tracking and updates being asynchronous, a very simple approximation of movement velocity has been added. This is mostly wrong, but it can bridge the gap where tracking updates are slower, as the values are all filtered anyway.
As OBS Studio locks some mutexes in a different order depending on what actions are being done, using modified_properties for GPU work causes things to freeze in place. Instead have users manually click the refresh button when they changed files in order to prevent this freeze from happening.
Fixes: #118
Ever wished you had a professional camera operator to highlight and follow the action, ensuring the audience never misses a beat? Thanks to NVIDIA, you can now do this at home for free! The new NVIDIA AR SDK unlocks augmented reality features, including motion tracking for faces.
This allows me to provide you with an automated zoom and cropping solution for your video camera to transform your streams into a slick, polished broadcast, where you’ll always be the star of the show. Don’t forget - everything is customizable so the possibilities are endless. You can even recreate that Futurama squinting meme if you wanted to (with some scripting)!
The filter requires compatible Nvidia RTX hardware and the Nvidia AR SDK Runtime to be installed ahead of time. This filter is considered "stable" and shouldn't change much from version to version.
Adds support for specifying Minimum Bitrate directly in the UI instead of requiring custom settings to do so. Additionally Adaptive I/B-Frames are now only shown if Look-Ahead is a value greater than 0 frames.
Quality Minimum can also now be left at a default value of -1, the Quality group is no longer toggleable and Quality Target moved into the group. Settings options on the context is now searching children too (if there are any).
Finally, some C++17 formatting was done.
Fixes#101
This drastically improves stability and prevents all exceptions from leaking into libobs C code, which prevents crashes and unexpected freezes from exception handlers further down the stack.
Additionally minor work was done to further improve the quality and user experience for the filter.
Caching the output of a source is only necessary for really expensive to render sources, so it is disabled by default now. Thanks to that, most Source Mirrors are now "free" instead of requiring two context switches and a texture, while those really expensive can be manually set to cache.
The scaling mode is also set to disabled instead of point when rescaling is off to further improve performance. The previous method would incorrectly cause an extra texture to be used.
Additionally we now have support for debug markers for graphics debugging, allowing us to exactly tell apart improvements in rendering cost for this source.
Adds a new property to control the alignment of the source within the calculated boundary when rescaling the source. Also fixes the permanently left aligned mirror at the same time.
This filter allows the use of another source as a mask, allowing complex filter graphs and trippy effects, such as creating a text source with three animated videos, each using a different color channel as the mask.
Fixes#18.
Automatically updates the long description (hover text) if the Type or Subtype field is changed, allowing for more contextual information about what the selected information does.
This refactors the SDF Effects to use a normal blend function instead of doing the blend in the effect itself, improving quality and reducing problematic sampling issues. In addition to this, the effect files have been cleaned up slightly and renamed to their proper names. Glow and Stroke are now supported, which solves both #2 and #4 in one go.
The caching optimization has also now been implemented, reducing the number of renders for this filter to 1 for each tick.
This allows increasing or decreasing the accuracy of the Signed Distance Field at runtime without requiring the initial source to be resized. Use case for this would be small text where the higher quality would only be noticable on the shadow and not the text itself.
The filters are always the same for every language and should not be translated, instead only the file type should be translated. This way bad translations will not affect the options that the user can select.
Rendering will now use a cached version of the mirrored source in order to reduce rendering cost drastically for heavy sources or scenes. Additionally rescaling now uses the internal scene instead of being a custom implementation, allowing for some new things.
Rescaling now has a new option: Bounds Type! This option allows control over just how a source is scaled, by default it is set to Stretch, but there are other options that can keep the aspect ratio of the mirrored source in tact.
Additionally the ScalingMethod struct has been replaced with obs_scale_type, which means that Bilinear Low Resolution is now no longer an option.
Implements #35
Directional Blur (also known as Motion Blur in some art software) enables full control over the direction the passes are applied in, which can further be combined with the scaling option. With this very simple blur effects can have a massively bigger influence.
Step Scaling allows for improved control over individual Blur passes and can be combined with Directional Blur to imitate certain effects. It also allows smaller Blur sizes to cover a larger area, although with a drastic loss in final quality. For example, if someone is streaming at 720p and wants to have their dynamic 2160p background blurry to a very high degree, this option would allow that at next to no quality loss in the final stream. The actual values that need to be used vary for each source and encoder however, so they will have to be chosen carefully.
Similar to Linear Box Blur, this version of Gaussian Blur reduces the total number of sample by up to n. This results in a total sample count (per pass) of O(n+1) for even radii and O(n+2) for odd radii. The quality sacrificed to do this is higher this time, though careful adjustment of the halfTexelDelta value can bring it much closer to normal Gaussian Blur. The current offset however had no noticable effects on visual quality.
See Also: #21 Blur Quality
Linear Box Blur abuses the fact that with Linear Sampling we can sample up to four adjacent texels at the same time and get a correct result for Box Blur back. Using this the total number of sample for Box Blur is reduced by n, making the total either n+1 (Even Radius) or n (Odd Radius).
Additionally all blur effect files have been merged into a single blur.effect file to reduce the time required to change a single parameter name. New blur effects should be added as a new technique instead of as a new effect file.
See Also: #21 Blur Quality
Adds Inner/Outer Shadows for dynamic sources based on signed distance field generation. This is fast, but does add a bit of latency when it comes to updates - which means that moving objects will leave a trail before the generator has a chance to update.
Fixes#3
* Removes the old 'Region' fields and places them under a 'Mask' option that can do much more.
* Supported Mask types: Region, Image, Source.
* Image and Source mask types allow for a color filter and multiplier.
Rendering is now possible, although some parameter types are not yet supported. So far, booleans and floats will work fine, integers will cause an error in OBS Studios rendering code for an unknown reason.
The Blur Filter can now be applied to a region inside the source itself, the inverse of that region, and/or a feathered version of that region. This allows for easier scene setups where only some parts need to be blurred, but the rest can be left as is.
Fixes#12
From this point on, Source Mirror is now capable of real-time mirroring of Video and Audio. This can help if you need different filters per scene for your microphone or voice chat, depending on the scene (audio ducking for pause scene, no audio ducking for live gaming).
Custom Shader allows you to write your own effect files and just have them applied to your source(s). It will dynamically update the properties to match the parameters in the source as well as offer some special parameters to the shader.
# Conflicts:
# CMakeLists.txt
# data/locale/en-US.ini
# Conflicts:
# data/locale/en-US.ini
Scaling was previously incorrectly rendering the source with another effect forced onto it, resulting in slower rendering and some sources that would no longer render properly.
Additionally the new option allows the user to have the source render at the original resolution in order to allow previously applied transform to stay identical. The rescaling however will no longer apply to filters after this source then, thus the speed bonus is lost.
Also categorized the localization file and adds descriptions for existing and new properties for Source Mirror.
The source allows you to apply effects to the same source without requiring a new instance of the source. Any changes done to the original source also apply to the mirror, so there is less total work that needs to be done.
It can also rescale the source, allowing you to use the same source as a cheap instant backdrop with Blur for example. What you do in the end is completely unwritten and up to you to decide.