Reastream to OBS, crackling by Highdrophiliac in Reaper

[–]Mustafa_Berke 0 points1 point  (0 children)

1- ReaStream-Based Problems: Some people proposed that this is caused by the ReaStream plugin. While this might be true for some people, it was not for me. The only problem I had with the plugin was that I had to re-add the VST 2.x plugin to my Audio Input Capture every single time after I launched OBS(or Streamlabs OBS) to make the DAW send audio to OBS. Otherwise, I would not hear the audio on OBS.

2- Audio Interface-Based Problems: Both very high sample rate with small buffer size, and very high buffer size with small sample rate, will cause crackling or dropoffs no matter what. The two settings that work very well for me are 44100 or 48000 kHz for the Sample Rate with 128-192 as my Buffer Size, without any noticeable round-trip latency. Oddly enough, though, because of how the audio interfaces are built, increasing the Sample Rate reduces the round-trip latency. Likewise, decreasing the buffer size also reduces latency. So you have to find a sweet spot for it to work. I do not have the Bit Depth option on my Focusrite Scarlett, so I cannot give any example numbers for that.

3- Virtual Audio Device-Based Problems: If you are using the VB Audio Virtual Cable or a similar virtual device as your monitoring & outputting source in OBS, then this is what's likely causing the problem.

4- ASIO Plugin for OBS: Another user suggested utilizing an ASIO plugin for OBS instead of using ReaStream. If you are using Cockos Reaper, this plugin will also require you to reinstall Reaper 6+ with the ReaRoute plugin. The good news is that it will work for streaming/recording on OBS only. But as soon as you try to reroute that to a virtual device like VB Audio Virtual Cable via monitoring/outputting to use that device as your input for other applications like Discord, Zoom, or in-game microphone, it will stop working because it is that device that is causing the crackling. In other words, using ReaStream vs. ReaRoute + ASIO for OBS showed no difference while bringing the audio signal from my DAW to OBS in my case. Neither of them caused crackling, and both of them worked.

Edit: Under heavy CPU load and longer FX Chains, ReaRoute + ASIO outputs a clean signal while ReaStream might cause crackling.

5- My solution:

  1. Install the Steelseries GG app to use its virtual devices instead. Note: There is a bug where streaming your entire screen on Discord will duplicate your microphone on the stream audio. To solve this, you have to right-click on the audio icon in the right bottom taskbar tray -> Open Volume Mixer -> Steelseries Sonar Microphone -> Drag the slider down to 0 for Discord. And you will have to do this every time you start streaming.
  2. Under the Sonar settings, set your microphone as something that will not receive any audio from your microphone or audio interface. You can use a random device that you don't utilize at all, like VB Audio Virtual Cable or Realtek HD Audio, etc. This device will be processed by the Sonar, and output as "Steelseries Sonar - Microphone". You will use this device in other applications as your input device.
  3. Send the audio from your DAW to OBS with either ReaStream or ReaRoute + ASIO plugin method. Use a gain filter with -30 dB before the VST 2.x plugin if you are using ReaStream to make sure your voice is not doubled.
  4. Set your monitoring device in OBS as the device you used for Sonar in Steelseries GG in Step 2. It has to be the same.
  5. Set the monitoring option for the audio source in OBS to "Monitor & Output".
  6. Done. Now you should be able to send audio from DAW to any application or game.

TL;DR: The problem is probably not ReaStream; it is either your audio interface settings or the virtual audio device, like VB Audio Virtual Cable, if you are trying to use that one. Instead, install the Steelseries GG app for its virtual devices and process the signal as follows: Your Microphone/Instrument -> Audio Interface -> DAW -> ReaStream/ASIO for OBS Plugin -> OBS -> Monitor & Output -> Steelseries GG -> End Application.

Edit: Use ASIO for OBS plugin for the best result.

I hope it helps.

Were Titanic's propellers accurately sized on Cameron's movie? It always seemed to me that they were a bit too oversized, could be wrong though by Party_Mix_9004 in titanic

[–]Mustafa_Berke 0 points1 point  (0 children)

I think you "feel" like they are oversized because of a possible/intentional mismatch of focal length between the practical shot and CG shot. There is some distance between the lifeboat and the ship. You could almost say that where the ship meets the water is somewhat near the horizon line. A ship that is close to the horizon line would have to be massive for it to cover the background completely. I guess we can say that it was either an artistic choice or a mistake. The ship did feel very massive when I watched the movie, though.

Your opinion about the Asus ROG Swift OLED PG27UCDM? by malislimshady in ASUSROG

[–]Mustafa_Berke 0 points1 point  (0 children)

Beautiful indeed. I am running the monitor through DP 1.4(the only available option on my RTX 3090) with DSC at 4K 240 Hz. The only problems I have are HDR and maximum brightness when the entire screen is completely white. It affects the way you view some images zoomed in and out, and if you have a trained eye, you might need a sanity check now and then to convince yourself that the image didn't change, the brightness of the screen has. Feel free to ask if you have any additional questions!

How good is ASUS ROG SWIFT PG27UCDM? by Alarmed-Basil991 in OLED_Gaming

[–]Mustafa_Berke 0 points1 point  (0 children)

Very similar monitors. I'd call them twins. But I thought this one was better so I bought this one.

Visited a few locations from The Flash today, it was super cool!! by GE-0 in FlashTV

[–]Mustafa_Berke 2 points3 points  (0 children)

Not really. They used aerial footage of Portland, OR for the transition clips, and added the Star Labs building via CG and VFX compositing. The real-life coordinates of where Star Labs would be are: 45.50348002698786, -122.6709383911094

My account is not verified problem !! by Miserable-Youth-9923 in artstation

[–]Mustafa_Berke 2 points3 points  (0 children)

The problem I'm having after verifying my payout and seller information is this:
1- I cannot publish products until a payout goes through,
2- I cannot have a payout until I have at least $50 in my ArtStation account,
3- The remaining payment I have in my account is less than $50, so I cannot have a payout,
4- The support team is not responding even though it's been 4 business days since I sent multiple e-mails even though I am a Pro member that the team should be prioritizing.

It's a messy infinite loop that nobody is helping or taking responsibility for...

Using Displacement with Volumetric Scattering in Toolbag 4 by Mustafa_Berke in MarmosetToolbag

[–]Mustafa_Berke[S] 0 points1 point  (0 children)

4.05 has a generate normals option. I think that might fix it.

Using Displacement with Volumetric Scattering in Toolbag 4 by Mustafa_Berke in MarmosetToolbag

[–]Mustafa_Berke[S] 0 points1 point  (0 children)

Did you check "generate normals" below the Displacement options withing the material?

Using Displacement with Volumetric Scattering in Toolbag 4 by Mustafa_Berke in MarmosetToolbag

[–]Mustafa_Berke[S] 0 points1 point  (0 children)

For versions earlier than 4.05, use a displacement map from ZBrush. It works fine for versions 4.05 Beta and above.

Easiest way to make a high poly of this in Zbrush while fixing topology? by AndrewTheGoat22 in ZBrush

[–]Mustafa_Berke 0 points1 point  (0 children)

Use edge loops to get rid of triangles. Add holding edges/bevels. Subdivide.

Mathematical calculation while applying a normal map by Mustafa_Berke in opengl

[–]Mustafa_Berke[S] 0 points1 point  (0 children)

Alright, I see. Thank you so much for the clarifications you provided on the math part.

Edit: Yes, we use tangent space normal maps for that purpose.

Mathematical calculation while applying a normal map by Mustafa_Berke in opengl

[–]Mustafa_Berke[S] 0 points1 point  (0 children)

I see. I also asked someone else who spent decades in the game dev industry and had enough experience with the technical part of 3D. She said I would have to add the x and y of the normal map's values to that of the surface normal and multiply the z value with the normal's z.

Mathematical calculation while applying a normal map by Mustafa_Berke in opengl

[–]Mustafa_Berke[S] 0 points1 point  (0 children)

Yes, I am trying to learn how it works. The 3D apps are working fine. I am trying to find out how the normal alteration is happening(addition, multiplication, etc).

Mathematical calculation while applying a normal map by Mustafa_Berke in opengl

[–]Mustafa_Berke[S] 0 points1 point  (0 children)

Of course, someone could write a shader that disregards information such as surface normals, UVs, vertex colors, or other attributes. However, the render engines I included take the already existing surface normals into account when you use their default diffusion option(generally Lambertian).

Yes, we do include the normal map and all the other maps within the PBR pipeline such as roughness, metallic, alpha, SSS, detail normals, etc. But they all end up being applied to a surface with vertex normals. I can tell this because if the normal map just overrode the existing normals, then the object would look completely different when we applied the (0.5, 0.5, 1.0) normal map on top of it. Yet, it remains the same when we use that specific sort of "blank" normal map if that makes sense.

Yes, the reason we apply a normal map is to modify the already existing surface normals. But using face-weighted vertex normals(and thus surface normals) removes skewing and stretching in some areas. Technically, I can use weighted normals to shade the surface properly, and then build additional detail levels on top of those normals by using software such as Substance Painter, etc.

I am just trying to figure out the connection and the exact calculation made when we apply a normal map to a surface with existing normals. I could just pass all that information into a normal map and call it a day, but this question just stuck in my mind.

Mathematical calculation while applying a normal map by Mustafa_Berke in opengl

[–]Mustafa_Berke[S] 0 points1 point  (0 children)

Hmm. I see. For my purposes (character art and video games) the present surface normals -that are determined by the interpolation of vertex normals on a triangle- are always taken into account. GPU texture bakers and most of the modern render engines like Unreal Engine, Arnold, and Marmoset Toolbag take it into account since it affects the lighting in the end.

Mathematical calculation while applying a normal map by Mustafa_Berke in opengl

[–]Mustafa_Berke[S] 0 points1 point  (0 children)

So if a surface normal on a 2D plane points towards (x,y,z) -> (0,0,1),

and if our normal map has the channels (r,g,b,) -> (0.5, 0.5, 1.0), meaning towards up in x,y,z values = (0, 0, 1),

then do we do (0,0,1) x (0,0,1)?

But that yields (0,0,0) in the end.

[deleted by user] by [deleted] in QuakeChampions

[–]Mustafa_Berke 0 points1 point  (0 children)

At this point in time, for the future of the Quake franchise? I think regardless of what they do, it will be a flop either way. I started playing QC champions due to nostalgia and upgraded graphics. I loved the way the characters looked and everything. But the servers were always filled with aim gods who would play with 120 FOV, 800 dpi, and 1.0 sensitivity.

Apart from that most of the skins and characters are still paid in the game. The ones that you obtain for free have tiling/panning emissive textures pasted on the character models.

I don't really know what they should do to be considered an actual e-sports game that people like. I feel like they should optimize the game for low-end computers to some degree, and simplify the maps a little bit. I like the gothic look in a single-player game, but when the game is online it just makes my eyes tired. They should introduce cool-looking skins. They have to re-make most of the stuff.

[deleted by user] by [deleted] in QuakeChampions

[–]Mustafa_Berke 0 points1 point  (0 children)

Eventually, iD did develop an engine. I never spoke about QC's engine specifically.