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In less than a month, our developers resolved the critical performance issues. We switched both the screen capture mechanism and the streaming functionality from FFmpeg to GStreamer and fixed the existing bugs, significantly improving stream quality and reducing CPU utilization.
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Our QA engineer conducted thorough
manual testing of the solution and identified some bugs that our team fixed. We addressed video upload issues, enabled a non-functional "Restart" button, and resolved the issue with the "Record" button, which was disabled if the recorded video’s name contained spaces.
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We enhanced the Windows desktop application with the following functionality:
● Implemented ultra low latency stream mode. The feature reduced delay between the streamer’s screen and the viewers from 15-30 seconds to just a couple of seconds.
● Added the possibility of customizing game recording quality. Now users can select the resolution of the recorded video and its bitrate.
● Built group chat functionality from scratch, allowing testers and developers to collaborate
● Implemented video slicing capabilities for streamed and stored content
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Our team developed an SDK plugin for Unity and Unreal Engine, streamlining manual activities associated with game testing. With the plugin, testers simply select the desired testing parameters within the SDK’s interface, and the plugin handles everything automatically. For instance, users can specify their preferred resolution, decide whether to display the cursor on the screen or overlay the camera video on top of the game stream, and more. Additionally, testers can apply their preferred SDK settings to execute automatically each time the game is opened.
Another remarkable feature of this SDK plugin is its ability to retrieve and store slices of streams that were running in the background without prior saving. For example, if a game being streamed suddenly crashes, users can request the SDK to retrieve and store up to ten minutes of the stream before the crash occurred. Our collaboration with Live Aware Labs is ongoing as we continuously enhance the SDK plugin and introduce new features.
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We automated the process of updating the Windows recorder software to the latest version