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FIFA Global Series Summer Cup - North America
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Joined: 5/10/2020(UTC) Posts: 104 Location: Sacramento, California Thanks: 13 times Was thanked: 5 time(s) in 5 post(s)
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1 user thanked Geoff B for this useful post.
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Rank: Advanced Member
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Joined: 3/7/2012(UTC) Posts: 2,636 Location: Canada Thanks: 33 times Was thanked: 506 time(s) in 475 post(s)
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@ GeoffB
Awesome stuff! What was the biggest challenge you faced and how did you overcome it?
Ice
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Joined: 11/21/2014(UTC) Posts: 41
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Looks good. How did you geed the feeds from the game off the console?
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Rank: Advanced Member
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Joined: 5/10/2020(UTC) Posts: 104 Location: Sacramento, California Thanks: 13 times Was thanked: 5 time(s) in 5 post(s)
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Originally Posted by: IceStream @ 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.
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Rank: Advanced Member
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Joined: 5/10/2020(UTC) Posts: 104 Location: Sacramento, California Thanks: 13 times Was thanked: 5 time(s) in 5 post(s)
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Originally Posted by: ggudnason 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.
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