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Many people cannot use my app for that specific reason, but I'm not about to write a software renderer for them either unfortunately. Going the full-GPU route has caused compatibility issues with older computers, and especially laptops. But know that my app isn't perfect either. Other than that I just don't know for sure. Another big waste of CPU time unfortunately, because that can also be done on the GPU.
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For example, what major game engine can you name that's written in C#? Do you seriously want to use C# to write a high performance application? Just how much C# code is being executed at any given time? (Though their core has to be C/C++)ģ.) According to what people tell me, in xsplit, 3 scenes are always loaded at any given time, so basically if you have more than one scene, they will always be loaded, and images, videos, captures you have are active, and that will always have extra overhead, where as in mine only the current scene is ever loaded at any given time and you actually have to specify a global source to make something persist between scenes.Ĥ.) Also another thing, color space conversion and downscaling might be something they're doing on the CPU, probably via something like libswscale. net is not exactly designed around optimization. I'm pretty sure they have implemented the option to do things on the GPU, otherwise they'd be crazy.Ģ.) There's also the overhead of the. But I suppose I do have some theories:ġ.) If they are doing software rendering of scenes then that's a pretty gigantic waste of time when everyone has a decent GPU these days.
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I don't know what exactly what xsplit does, I've still to this day never used it because I suppose I just don't care enough about it. I use SSE2 intrinsics whenever possible as well to further reduce CPU load as much as possible. NET BS, no wasting time with all those extra useless dependencies and overhead.
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The app is written in full C++, no overhead for. I generally designed it to spend as little time on the CPU as possible, as wasting CPU time on image manipulation is a completely pointless waste of resources with a decent GPU around, which is almost always the case for anyone streaming seriously. I didn't even bother to use a software renderer or anything because it just wasn't worth the time when streaming typically requires a beefy computer anyway. I wrote it with this specific design in mind, and with optimization in mind (though there are a few places where it needs work, such as the audio engine). It's a GPU accelerated streaming application (note that this does not include encoding). I've made no secret that OBS is almost entirely GPU dependent.
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I'll try to settle this myself, though I don't know how long this thread will actually be alive.