logo

Live Production Software Forums


Welcome Guest! To enable all features please Login or Register.

Notification

Icon
Error

Options
Go to last post Go to first unread
Geoff B  
#1 Posted : Friday, September 18, 2020 12:54:40 PM(UTC)
Geoff B

Rank: Advanced Member

Groups: Registered
Joined: 5/10/2020(UTC)
Posts: 104
Man
United States
Location: Sacramento, California

Thanks: 13 times
Was thanked: 5 time(s) in 5 post(s)
I directed this show, and did all the vMix build-out. We used 6 instances of vMix running on AWS to put the whole thing together.

https://www.twitch.tv/videos/698248465?t=00h14m22s
thanks 1 user thanked Geoff B for this useful post.
eduardocfs on 9/22/2020(UTC)
IceStream  
#2 Posted : Tuesday, September 22, 2020 11:11:16 PM(UTC)
IceStream

Rank: Advanced Member

Groups: Registered
Joined: 3/7/2012(UTC)
Posts: 2,636
Man
Location: Canada

Thanks: 33 times
Was thanked: 506 time(s) in 475 post(s)
@ GeoffB

Awesome stuff!
What was the biggest challenge you faced and how did you overcome it?



Ice
ggudnason  
#3 Posted : Wednesday, September 23, 2020 12:07:55 AM(UTC)
ggudnason

Rank: Advanced Member

Groups: Registered
Joined: 11/21/2014(UTC)
Posts: 41

Thanks: 4 times
Was thanked: 8 time(s) in 7 post(s)
Looks good.
How did you geed the feeds from the game off the console?
Geoff B  
#4 Posted : Friday, September 25, 2020 2:05:02 PM(UTC)
Geoff B

Rank: Advanced Member

Groups: Registered
Joined: 5/10/2020(UTC)
Posts: 104
Man
United States
Location: Sacramento, California

Thanks: 13 times
Was thanked: 5 time(s) in 5 post(s)
Originally Posted by: IceStream Go to Quoted Post
@ GeoffB

Awesome stuff!
What was the biggest challenge you faced and how did you overcome it?



Ice


The biggest issue was problems associated with too many NDI sources. We really had to get creative to limit the number of sources into and out of any one machine. Examples of how we adapted:

• We had all the players' cameras and consoles landing in one vMix machine. Instead of sharing them all over NDI, we used outputs 3, 4, and 5 of that machine for home player, away player, and console, respectively. A vMix Panel builder worked as a "router" to send the correct players to the other machines. This had the benefit of automatically populating the PIPs correctly, limiting the number of faders needed in audio, etc.

• We would "audio only" casters' NDI sources during their off matches.

Another big issue was insufficient audio busses. Again, we got creative to economize busses:
• We made one mix minus for all the players, then added back in the opposite player in the vMix where their call landed.
• We did as many calls as possible in the vMix that was doing the master audio mix, so that we could take advantage of the automatic mix minus that vMix generates.
Geoff B  
#5 Posted : Friday, September 25, 2020 2:20:06 PM(UTC)
Geoff B

Rank: Advanced Member

Groups: Registered
Joined: 5/10/2020(UTC)
Posts: 104
Man
United States
Location: Sacramento, California

Thanks: 13 times
Was thanked: 5 time(s) in 5 post(s)
Originally Posted by: ggudnason Go to Quoted Post
Looks good.
How did you geed the feeds from the game off the console?


This is something we continue to work on. We tried a few different things, such as capturing the game with an HDMI capture card and shipping it to us via RTMP and receiving it with RTMP Mini Server. It was slow, but we could delay the player cams to match. Problem was that the console feed would get further and further behind over time.

The best way so far -- and I hope we find a better way soon -- was having them stream their console to a private Twitch channel and then capturing that with a vMix browser input. It was actually relatively fast (3 seconds later than the player POV cameras) and consistent.

Users browsing this topic
Guest
Forum Jump  
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.