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+# Technical/Integration Questions
+## 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)
+
+```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`**
+
+## Where is the Highlights Enabled user permissions file located?
+* **`C:\Users\<USER>\AppData\Local\NVIDIA Corporation\GfeSDK\<GAME>\permissions.json`**
+
+## 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?
+* Yes. You can make use of NVGSDK_HighlightType::NVGSDK_HIGHLIGHT_TYPE_UNANNOUNCED which will disable the notification overlay
+
+## UWP Support?
+* UWP is not yet supported in ShadowPlay 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**?
+* 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?
+* 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.
+
+# Miscellaneous/General Questions
+
+![Highlights_Share_Settings.png](img/igo.png "GFE Share Overlay Highlights Settings Page")
+
+## Can I limit how much HDD space highlights will take up?
+* Yes, this is controlled via the GeForce Experience settings menu. they will appear in the GFE share overlay (Alt-Z to open). They appear in the settings under "Highlights". See the image above.
+
+## How can a user filter specific highlights on/off?
+* After a game has initialized the SPH SDK and created highlights, they will appear in the GFE share overlay (Alt-Z to open). They appear in the settings under "Highlights". See image above.
+
+## How are highlights managed in the temporary files location?
+* Highlights are added to the temp location until the maximum disk space allocated is hit. Once that happens, then space is reclaimed by deleting oldest first, deleting just enough to get the new highlight(s) saved into that folder under the allowed limit. Note the location on HDD where temp videos are stored is configured in the Share Overay settings menu. See image above.
+
+* If the user reduces the maximum disk space (for example, dragging it from 5GB to 2GB), then there is a delete option to delete all the oldest ones first to get under the 2GB limit.
+
+* If the user sets a small enough max limit that not even a single long highlight can be saved in that location, then the highlight will skip being saved. This means its important that game developers keep their highlight lengths concise. A boss battle is not a highlight. A boss kill is a highlight.
+
+## Where does highlights saves temporary video files?
+* This is a setting in the GFE settings for Highlights. See above image.
+
+* Defaults to: **`C:\Users\<USER>\AppData\Local\Temp\Highlights\<Game>`**
+* Note, it may be under "Base Profile", if you have enabled beta experimental features.
+
+## Can we still access the clip meta data after the game session? How long does it persist?
+* Highlight meta-data is stored as long as the highlight is. Note that highlights are removed in FIFO order to maintain user-defined disk space limits. In practice this means a game can bring up a highlights summary (referencing the relevant highlight group) well after those highlights are captured. The typical use case for this is the game maintaining a history of matches and allowing the user to review per-match highlights.
+
+## Resetting Permission Dialog
+* The permissions dialog should be displayed anytime GFE fails to find the file **`C:\Users\<user>\AppData\Local\NVIDIA Corporation\GfeSDK\<GameName>\permissions.json`**. This can be due to the game changing title or the file being deleted. The later can be used to reset the game's permissions and to visualize the permissions dialog again.
+
+## Resetting User Interest Overrides
+* You can delete your local user interest overrides by deleting:
+* **`C:\Users\<user>\AppData\Local\NVIDIA Corporation\NVIDIA Share\Highlights\<Game>`**