Release & Upgrade Notes

Below, you’ll find the release notes for the latest version of the Genvid MILE SDK. This section also includes release notes from previous versions of the SDK and instructions for upgrading earlier versions.



Genvid MILE SDK 1.44.0

Welcome to Genvid MILE SDK 1.44.0. This release is ready and stable for integration and can be used for local development and limited cloud deployment. We are still missing some features for a complete production deployment which can be provided through other software. Please contact us from our support page if you’re planning a production deployment.

We are committed to a regular pace for our releases until we get all the features done for a comfortable production deployment. We work to ensure a smooth upgrade between releases and provide as much backward compatibility support as possible. If you encounter any problems, check the list of Known Issues below or contact us from our support page.

Current Functionalities

Here is a summary of our current functionalities. See Major Fixes and Changes below for the list of new features in this release.

  • Automatic synchronization between video and game-data streams.

  • Video streaming to YouTube and Twitch.

  • JavaScript SDK for embedded webpage.

  • Multiple distributed sources of A/V and Data.

  • Streaming additional arbitrary game events and notifications.

  • Scalable event messaging system.

  • Windows C++ API with a C# wrapper.

  • Video encoding (H264 + AAC).

  • Unity3D integration (Game and Management).

  • Unreal Engine integration (Game and Management).

  • D3D11 or raw frame video capture.

  • WASAPI audio capture.

  • Tools and scripts for managing your local and remote clusters, with example scripts for AWS and Azure.

  • Live video editing and basic composition effects (beta).

  • RTMP Ingest server (beta).

  • REST API to control the services (beta).

  • Metrics feed.

  • Load-testing library.

  • Multiple integration samples.

  • Extensive documentation.

Major Fixes and Changes

SDK & Toolbox Installation Split

The SDK and the Toolbox now have separate installers. See the documentation for each for more information.

Removed Unity & Unreal Genvid Editor Window

The Genvid Window containing the SDK Selector has been removed as it caused unintended issues.

Minor Changes and Other Fixes

  • [documentation] Corrected the tags of a few metrics in the Metrics documentation page.

  • [sdk] Moved genvid-sdk into its own package, with the SDK and ConfigurationLoader classes.

  • [sdk] Disabled the automatic ImGui generation of an ‘imgui.ini’ file which was created in the current directory.

  • [sdk] Twitch and iOS overlay is now functional starting with Twitch player 1.17.

  • [web-sdk] Added the Events API and event components in the public documentation.

  • [web-sdk] Fixed an issue where an unclear message was given when a user gave an invalid event_id in a GET/DELETE /eventsdefs/{event_id} request.

  • [samples] Updated the UT4 copyright.

  • [samples] Fixed an issue where the execution of the installation script ‘python unity.py prepare’ gives no hint that it is expecting an environment variable ‘UNITY_EXE_DIR’ to be defined.

  • [samples] Fixed an error where documentation asked to load an unnecessary file while loading game.

  • [studio] Added Broadcast Settings to Studio UI.

  • [studio] Added Events Components to Studio UI.

  • [ue-plugin] Fixed an issue where no stream appears when using Genvid Video in texture Video Mode with a custom render target texture as Video Source.

  • [genvid-sdk] Added new SettingsAPI class to the genvid.sdk package.

  • [genvid-sdk] Added new EventsAPI class to the genvid.sdk package.

  • [unreal] Fixed an issue where the UE Genvid Module was only compiled on Win64.

  • [unreal] Improved copy-ue4-plugin.py build by allowing different target platforms.

Known Issues

Only one application with the Genvid MILE SDK integrated may run at a time if not launched using Nomad.

If an application using the Genvid MILE SDK is launched without Nomad, a default session name is assigned to it. This is useful when testing your application in the Unity engine, Unreal engine, or booting your application manually.

Currently, the Genvid MILE SDK is unable to support multiple applications launched this way unless you change the environment variable GENVID_SESSION_NAME to a unique name. You can also launch your applications via Nomad to avoid this issue.

We will fix this in a future release.

Streaming to an iOS device with the Standalone player is currently not functional.

Streaming to an iOS device (iPhones and iPads) with the Standalone player is currently not functional. This issue will be fixed in a future release.

Studio UI becomes unresponsive.

In a case where bins and/or NATS services became unhealthy, the Studio UI will became unresponsive

As a workaround, restart the Studio job once the bins and NATS jobs are back to healthy states.

On Azure, the audio and video streams may become de-synchronized.

When capturing a video stream at 60 FPS on Azure, the audio stream slowly becomes de-synchronized compared to the video stream.

The Unreal plugin may cause duplicated events if Unreal is used in Client-Server mode.

When using the Unreal Plugin with Unreal in Client-Server mode, events may be duplicated. This can cause blueprints triggering multiple times and notifications no longer being sent to the clients.

Limitations

Loading configurations in the incorrect order can overwrite values.

Whether you’re using SSL on a cloud or a local cluster, if you load youtube.sample.hcl before loading the web sample, the web sample will overwrite the value associated with the embed_ssl from the web.hcl file.

Large NTP time offsets will prevent the stream from playing.

If you encounter large NTP time offsets, your stream may stop playing. As a workaround, make sure that the game machine is configured to update its clock automatically. For local configurations, replace the AWS IP address with pool.ntp.org.

See the AWS configuration section for more information.

Studio can’t take inputs of the same control from multiple windows.

If Studio is opened in more than one browser window and inputs are received from different sources to one control, the final value will then bounce between the different inputs instead of updating it to the latest one. For example, in Audio Mixer Widget, if a user changes the slider of Master Gain to 20 db and another user then changes it to 0 db, the slider handle will bounce between 20 db and 0 db instead of being set to 0 db.

Sending input from multiple Studio windows to one control is not recommended until we resolve the issue.

The SDK clamps framerates under 1.0.

To prevent issues, we raised the lower limit for the framerate to 1.0 for any stream. The SDK will clamp the value to 1.0 FPS if it’s less than 1.0.

Skull icons and respawn timers don’t always appear over player heads in the UT4 Sample.

When running the UT4 Sample, the skull icons and respawn timers don’t always appear over player heads when you trigger a kill event on them. This is due to the game not correctly calling the web overlay when run in client/server configuration–the players are killed and respawn, as expected.