YSTV Does Hunted - Live: Difference between revisions

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Because of the issues with the Unity Health static camera, we were unable to focus on the other static cameras which were ultimately scrapped. In an ideal world with more time and crew, the other CCTV cameras may have been possible. In hindsight, we should've placed the camera outside Physics in the first place, which would have saved us lots of hassle and stress. Oh well, too late now.
Because of the issues with the Unity Health static camera, we were unable to focus on the other static cameras which were ultimately scrapped. In an ideal world with more time and crew, the other CCTV cameras may have been possible. In hindsight, we should've placed the camera outside Physics in the first place, which would have saved us lots of hassle and stress. Oh well, too late now.
=== Gallery, vision mixing and final output ===
[[File:Gallery.jpg|thumb|Setting up the gallery, which involved placing monitors in cursed orientations to fit them on the desk. Usually there are only two PCs/four monitors on these desks]]
All video feeds were sent to the gallery located in the YSTV Control Room. This is where they were vision mixed and sent out onto stream.
We had three assistant vision mixers to mix the following video feeds, which came from vdo.ninja:
* Roaming Camera Ops
* Team cameras
* Static CCTV cameras
After being vision mixed, these feeds were then sent to the final vision mixer, which was then mixed to produce the final output on stream.
Edit0, Edit1 and Edit 3 (?) were used to vision mix by the assistant vision mixers, with the final vision mixing done on OB5.
All vision mixing was done using OBS. Remote camera feeds from vdo.ninja were added as a brower source into OBS, with the Hunter HQ and Studio feeds using SRT (later switched to RTMP due to issues with SRT).
A 15 minute delay was added to the final output on OB5, this was done to prevent any interference with the game from outside viewers.