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authorNVIDIA.COM\bdudash <[email protected]>2018-07-23 11:17:24 +0900
committerNVIDIA.COM\bdudash <[email protected]>2018-07-23 11:17:24 +0900
commit1bc644b0c41a31524bbcce1b89c3dc0973dc4ab5 (patch)
tree82d92ccba6d24ad5debcbd7ec1f6efa64f4e7b35 /doc
parentMerge pull request #3 from NVIDIAGameWorks/doc_test (diff)
downloadgfesdk-1bc644b0c41a31524bbcce1b89c3dc0973dc4ab5.tar.xz
gfesdk-1bc644b0c41a31524bbcce1b89c3dc0973dc4ab5.zip
Update the technical FAQ to reflect some recent infomation. Added a link to the general FAQ to the technical FAQ
Diffstat (limited to 'doc')
-rw-r--r--doc/NVIDIA_GfeSDK_Developer_FAQ.md42
-rw-r--r--doc/NVIDIA_Highlights_FAQ.md2
2 files changed, 34 insertions, 10 deletions
diff --git a/doc/NVIDIA_GfeSDK_Developer_FAQ.md b/doc/NVIDIA_GfeSDK_Developer_FAQ.md
index 2cfd46d..f87cfcb 100644
--- a/doc/NVIDIA_GfeSDK_Developer_FAQ.md
+++ b/doc/NVIDIA_GfeSDK_Developer_FAQ.md
@@ -1,36 +1,60 @@
-# Technical/Integration Questions
+# SDK and Highlights (NVH) Developer FAQ
+
+This document is a collection of common questions, information or issues that can come up during an integration of NVH. It is not con conclusive, but should provide leads to common problems.
+
## Testing Error Codes
-* Be warned that there are non-zero success codes in the SPH SDK. Recommend developers to use the macro below (defined already in sdk_types_ipc.h)
+* Be warned that there are non-zero success codes in the SPH SDK. We recommend developers to use the macro below (defined already in sdk_types_ipc.h FYI)
```c++
inline bool NVGSDK_SUCCEEDED(NVGSDK_RetCode r) {return r >= 0;}
```
-## Where is the debug logging for Highlights?
-* **`C:\Users\<USER>\AppData\Local\NVIDIA Corporation\GfeSDK`**
+## NVH Paths
-## Where is the Highlights Enabled user permissions file located?
-* **`C:\Users\<USER>\AppData\Local\NVIDIA Corporation\GfeSDK\<GAME>\permissions.json`**
+Here are some ujseful paths for various files that NVH (and/or GFE) uses
+
+| What | Where |
+| ---------------------- | ------------------------------------------------------------------------------------------------------------------------------ |
+| User permissions | C:\Users\<USER>\AppData\Local\NVIDIA Corporation\GfeSDK\<GAME>\permissions.json |
+| Config & MetaData json | C:\Users\<USER>\AppData\Local\NVIDIA Corporation\NVIDIA Share\Highlights\<Game> |
+| NVH debug logs | C:\Users\<USER>\AppData\Local\NVIDIA Corporation\GfeSDK |
+| Default Temp Videos | C:\Users\<USER>\AppData\Local\Temp\Highlights\* |
+| | Note that this is a **setting in GFE client** for Highlights. Local users can easily change the default. |
+| | Note, some titles may be under "Base Profile", if you have enabled beta experimental features or app is not recognized by GFE. |
## Does Shadow Play Highlights support OGL/Vulcan/DX9/DX10?
* The GFE back-end to capture video for Highlights is not using a particular graphics API, and neither is the Highlights SDK. Thus, there is no dependency and all graphics APIs are supported.
-## Can I avoid the notification overlay when capturing a highlight?
+## Can I avoid the notification overlay banner when capturing a highlight?
* Yes. You can make use of NVGSDK_HighlightType::NVGSDK_HIGHLIGHT_TYPE_UNANNOUNCED which will disable the notification overlay
+* Note that this value is a bitfield, so you should **logical OR it** with your existing type value
## UWP Support?
* UWP is not yet supported in NVIDIA Highlights.
## Is SPH SDK DLL signed?
* Yes. It's recommended to securely load the DLL by verifying the location and signature of the DLL.
-## Is there a maximum and/or minimum for the values **NVGSDK_VideoHighlightParams.startDelta** and **NVGSDK_VideoHighlightParams.endDelta**?
+## Maximum or minimum for the values **NVGSDK_VideoHighlightParams.startDelta** and **NVGSDK_VideoHighlightParams.endDelta**?
* There is no numeric limit on the startDelta. Anything outside the bounds of the current capture session start point just cuts at the capture session start. The endDelta time is limited to 60 seconds into the future from the request timestamp. This is an arbitrary limit inside ShadowPlay, which could be adjusted to be longer if a developer needed, howerver, such a request can be handled by asking the developer to move their call later with a longer startDelta.
* Note: Large positive values for endDelta will mean that notifications will not appear until that delta is reached. Even if the match will have ended.
-## Why does this windowed or borderless window game minimizes/pause when the Permissions or Highlight Summary dialogs come up?
+## Why does my windowed or borderless window game minimizes/pause when the any GFE dialogs come up?
* This is a product of game design and Share Overlay design. When a game is windowed or running borderless window, the GFE overlay UIs are drawn as a UI window at the top of the Z-order stack. This means the game actually loses focus in such cases. Different games are implemented differently to handle this; some minimize, some pause, some continue to play but drop sound. Our guideless to Highlight-enabled games is to not behave different when they lose focus, so that the GFE UI coming up is not a jarring experience.
+## Unable to user mouse to click Yes button to accept permissions to user NVH in game
+* This issue is when you run a game on a machine for the first time enabling NVH. We will bring up a permissions dialog to ask the user if they would like to enable NVH for the game. However, the user is unable to click the button and/or the dialog disappears before they can interact.
+* The reason this happens is that the game called to *NVGSDK_RequestPermissionsAsync* before it had initialized the input system(mouse, keybd, etc). This causes the input hooking that GFE deos to fail and it is unable to recognize mouse clicks. Please ensure that you initialize GFE SDK ***after*** any relevant input or graphics
+
+## My captures highlight videos are too short! I expected N seconds and only got M seconds.
+* There is a known issue if you call *NVGSDK_Highlights_SetVideoHighlightAsync* too soon after calling *NVGSDK_Highlights_OpenGroupAsync*. The reason is that the call to OpenGroup needs to initialize a recording buffer which is an async operation; that takes a few seconds.
+* Thus please do not call those calls back to back. A good design would be to open a group at start of a logical play session, etc.
+
+## Why does NVH not capture my game in windowed (or borderless) mode?
+* For games that have not been registered to GFE, NVH on windowed mode will not work by default. This is because the Shadowplay back-end cannot detect the application window without a GFE profile. However, locally you can enable capture by allowing desktop capture through GFE settings. Note this will result in the entire primary display being captured with the highlight.
+
+* ***Share Overlay → Settings → Privacy Control → Desktop Capture***
+
# Miscellaneous/General Questions
![Highlights_Share_Settings.png](img/igo.png "GFE Share Overlay Highlights Settings Page")
diff --git a/doc/NVIDIA_Highlights_FAQ.md b/doc/NVIDIA_Highlights_FAQ.md
index 3b34f03..9a3536e 100644
--- a/doc/NVIDIA_Highlights_FAQ.md
+++ b/doc/NVIDIA_Highlights_FAQ.md
@@ -1,6 +1,6 @@
# NVIDIA Highlights Frequently Asked Questions
-This document covers the reasons for integrating Highlights, an explanation for how it works, and best practices for integration.
+This document covers the reasons for integrating Highlights, an explanation for how it works, and best practices for integration. For technical question/issues please refer to the [SDK and Highlights Developer FAQ](./doc/NVIDIA_GfeSDK_Developer_FAQ.md)
## Why integrate NVIDIA Highlights?
* _NVIDIA Highlights_ enables gamers to automatically capture video and screenshots of the best moments of your game and share them to social media via the _GeForce Experience In-game Overlay_ (aka the _Overlay_).