I’ve been playing Satisfactory for about the entire time that it’s been in Open Alpha now (and also have it preordered), and found some vaguely interesting things – from unexpected game mechanics, to really cool discoveries. Let’s take a look at what we might also see in Early Access of the game!
It’s been over a year for the next update to OBS Stream Effects, and most of that has to do with burning out, bad planning, bad code, and just overall refusal to accept that things aren’t going the way they should have been. But what exactly went wrong?
The past week I’ve been working on two things: A redesign for this website and DataPath, a high performance IPC solution. And today I’d like to present to you what DataPath is and how it can benefit you (even as an end-user).
Christmas is coming up, and I’ll be using those days to spend some time with my family. So Merry Christmas to those that are also using those days for this purpose! For the rest, Happy Holidays!
OBS Stream Effects Version 0.4.1 is now available and it fixes the 32-Bit crash as well as improving overall performance and stability. If you’re currently on 0.4.0 or earlier, it’s time to update!
Last Friday I released OBS Stream Effects to the public and today I want to show you what cool things you can do to your recordings or streams with it. Let’s begin.
Recently I had to deal with converting RGB to YUV and YUV to RGB, but couldn’t find any proper documentation on how to convert back YUV to RGB. I finally got it to work after 6 hours and this is the result. I hope that this will help other people searching for this in the […]
Hey everyone, with the finished AMD Advanced Media Framework Plugin for Open Broadcaster Software Studio, I have begun working on a new project which i currently dubbed “OBS Stream Effects”. The goal for this project is to add more modern filters and transitions to OBS Studio, especially filters and transitions that have been requested for […]
Part 1: What is the fastest way to get an Inverse Square Root? Last time I covered what the fastest way was for single precision floating point, but what about double precision floating point numbers? Do they behave the same or will we run into even more issues on older hardware? Since the market starts […]
Everyone who works with a 2D or 3D development studio knows that eventually you will run into hardware that is too slow. Wether that hardware is what you currently have or what your target demographic has doesn‘t matter – you‘ll hit this limit, even if you try not to. That‘s why some clever people came […]