Welcome to Genvid Technologies SDK 1.10.0. This release is ready and stable for integration and can be used for local development and limited cloud deployment. We are still missing some features for a complete production deployment which can be provided through other software. Please contact us at firstname.lastname@example.org if you’re planning a production deployment.
We are still commited to a regular pace for our releases until we get all the features done for a confortable production deployment. We always work to ensure a smooth upgrade between releases and provide as much backward compatibility support as possible. Please contact us if you have any issues.
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
- Automatic synchronisation between video and game data streams
- 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)
- Unity3D integration (Game and Management)
- Unreal Engine integration (Game and Management)
- REST API to control the services (still in beta)
- Tools and scripts for managing your local and remote clusters, with example scripts for AWS
- Metrics feed (still in beta)
- Load testing library
- Extensive documentation
- Multiple integration samples
More to come
Additionally, we are working on a full new feature pipeline to be released as soon as each is 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.
Major changes in this version
Studio now supports synchronization between multiple windows
You can now open multiple windows of our Studio application, giving you control of your stream from multiple devices.
New composition module: Chroma Key Filter
We added a new filter to our composition toolbox: The Chroma Key Filter-- better known as the green-screen special effect. Integrate yourself or any other video directly into the scene with this new component.
Direct Sound capture with integration in the Unity plugin
We added the ability to submit sound directly into the SDK instead of using auto-capture on the speaker device. This feature avoids the previous problem of external sounds being included in your stream. We already use it as our default setup in our Unity3D sample. Expect other integrations to come soon.
Unreal Engine Viewport capture
We added the ability to capture from any
UTexture in Unreal Engine. This new feature has better support for streaming from the different Play Modes (PIE, Standalone and Simulate) and also lets you select what is currently streaming while preserving the full display on screen.
More cluster settings management in Cluster-UI
We added the ability to manage your jobs and logs definitions directly from the UI.
New APIs for easier configuration of your clusters
We added a number of improvements to our Bastion API.
You can now configure your remote storage backend for Terraform easily by choosing from the multiple configurations already available with Terraform.
We also now support managing Terraform module from many remote source, like a web server, S3 buckets, or source-code management websites like GitHub or Bitbucket.
You can manage new modules either via script or directly from the UI.
New bug reporting tool
We added a new bug-reporting tool which lets you capture the most important logs and settings from your installation. This is an early version of the tool and we hope it improves our ability to help you when problems arise.
Minor changes and other fixes
- [bastion-api] Enforce cluster states on cluster deletion and add a force option to override.
- [genvid-bastion] Cleaner management of the bastion using the new install and uninstall commands.
- [unity] Add support for Unity3D version 2017.02 in our Unity3D sample.
- [studio] The 404 (page is not found) error on the Studio link in the job browser page is fixed.
- [sdk] A rarely occuring bug where the video would go back to a previous frame before continuing with the right frame sequence has been fixed.
- [sdk] A rarely occuring bug where the frame grabber would allocate frames without limit when the game window is minimised has been fixed.
- [genvid-ami] An error during genvid-ami setup could forbid restarting the setup. We now try to recover where we were left off.
- [bastion-api] Add new log url to retrieve a single log:
- [genvid-sdk] Allow upload of images to a custom bucket. The script is also more intelligent into only uploading images that required it.
- [standalone-player] Better performance for the standalone player with Firefox.
- [ue4 plugins] Fixed some troubles with the interface refresh when trying to make some modifications to the settings.
- [engine plugins] Improvements made to the cluster management interface.
- [cluster-api] Fix a bug that cause small log files to stall when retrieve.
- [compose] Fix a crash in composed when accessing Consul settings.
We weren’t able to fix some bugs in time for this release, but we intend to fix them shortly.
Compose window isn’t available if behind a proxy
Future versions of Bastion will have a remote server to allow access from different machines. The current version has limited support for this and is likely to encounter some problems if the Bastion host lives behind a cluster firewall (like on a Amazon EC2 machine). The workaround is creating VPN connections to the Bastion machine so that the local IP of the machine is accessible from the client machine.
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 desirable 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. 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 don’t occur when the game is deployed in a cloud infrastructure.
Service cannot discover the statsd service
Unless you are using the
GENVID_STATSD_URL variable, the statsd service must be available before starting it. This is an oversight on our side and will be fixed in the next version.
Game capture doesn’t recover from being run in background
There is a bug when the game recovers from very high numbers of
Genvid_SubmitVideoData resulting in the tutorial sample being sent in the background (either by minimizing the window or the screensaver starting). The capture data will show out-of-order captured frames in the playback. The bug shouldn’t happen on a correctly configured server.
Standalone player with Firefox