Search Results

Search found 12473 results on 499 pages for 'video games'.

Page 154/499 | < Previous Page | 150 151 152 153 154 155 156 157 158 159 160 161  | Next Page >

  • iOS - playing a youtube video from a webview thumbnail

    - by soleil
    Was about to finally submit an app when I realized that the youtube videos I'm playing play from the iPhone, but not the iPad. Here's the code I'm using: NSString *embedHTML = @"\ <html><head>\ <style type=\"text/css\">\ body {\ background-color: transparent;\ color: white;\ }\ </style>\ </head><body style=\"margin:0\">\ <embed id=\"yt\" src=\"%@\" type=\"application/x-shockwave-flash\" \ width=\"%0.0f\" height=\"%0.0f\"></embed>\ </body></html>"; NSString *html = [NSString stringWithFormat:embedHTML, [videoItem objectForKey:@"URL"], thumb.frame.size.width, thumb.frame.size.height]; UIWebView *videoView = [[UIWebView alloc] initWithFrame:thumb.frame]; [videoView loadHTMLString:html baseURL:nil]; [videoContainer addSubview:videoView]; Is there any reason this would work on the iPhone and not the iPad? I'm testing on a 1st generation iPad. The videos play on both iPhone models I've tested (3GS and 4S). Nothing happens at all when I tap on the webviews on the iPad.

    Read the article

  • Building Website With Video Upload Feature - Possible Implementations?!

    - by Goober
    Hello! Currently I have a static html/css website that I want to build a backend onto in order to upload high quality videos to the site. I'm not entirely sure how I might go about doing this.......suggestions for implementations, language to use etc. would be greatly appreciated. I have no constraints aside from of course, spending millions of pounds......I plan to do this myself too.

    Read the article

  • Client / Server application for Video BroadCasting on LAN

    - by jbl
    I m much of a newbie to client/server applications and networking.I am currently starting up a project in which we are planning to create an application or something like a website accessible only to clients in that LAN network.We want the server to upload videos so that the clients can view them whenever they want.Also the clients can upload videos.Also we want some kind of registration to provide authentication to avoid bogus videos.Also additional features that can be added on later like comment section,ratings,Groups etc. Basically what we want is to build mini-youtube but with one major difference , we want the application to be LAN based. This is the idea behind the project.But we dont know where to start from as we are new to this stuff and also we have like 1 year to work on the project.Please guide me as to what all softwares i'll be needing to get this working !

    Read the article

  • Virtual PC on Windows 7 doesn't have adjustment for video card size?

    - by Jian Lin
    The current VirtualBox has a place where the video card size can be set by the user. It seems that Win 7's Virtual PC doesn't have one? Will it auto adjust -- but what if the screen size is 800 x 600 and the user resize it to 1600 x 1200, then the original video size may not be enough and will that cause any issue? I do sometimes see blinking random pixel region showing on the VPC's screen... maybe it is cause by not enough video RAM size?

    Read the article

  • photo and video sharing on facebook in asp.net

    - by IphoneDeveloper
    i have to share the photo on facebook for which i have written the following code try { labelSteps_1_2.Text = "<a name=\"fb_share\" type=\"button\"></a>" + "<script " + "src=\"http://static.ak.fbcdn.net/connect.php/js/FB.Share\" " + "type=\"text/javascript\"></script>"; HtmlMeta tag = new HtmlMeta(); tag.Name = "title"; tag.Content = "This is the Title"; Page.Header.Controls.Add(tag); HtmlLink link = new HtmlLink(); link.Href = "http://admin.bizofair.com/UploadOffers/O_O11090004_14032012053503_183_183.jpeg"; link.Attributes["rel"] = "image_src"; link.Style.Add("color", "red"); Page.Header.Controls.Add(link); } catch (Exception ex) { // Handle the exception } on page load but it is not showing the image and when i have paste url of my image in facebook debugger on facebook developer it is giving error Errors That Must Be Fixed Can't Download: Could not retrieve data from URL.

    Read the article

  • Playing games over RDP and utilizing other res of powerfull PC... [closed]

    - by Alex
    Possible Duplicate: Is it possible to run games over remote desktop? Hey guys, I have the one question..that may be not usual but very interesting.. Well, I have laptop and some powerfull PC, now I want to utilize ALL energy of the powerfull PC on my notebook.. for example, run games like F.E.A.R on powefull PC and next play it over the Remote Desktop on my laptop.. both PC may be connected lan < lan, or thru Wi-Fi, or FireWare, or (?) any other way that does not matter.. Google told me that it won't work over RDP due to protocol lacks and there should be many bump on the road on that way.. but, maybe , you guys will give me the right point ? Let's formalzie.. we'd like to utilize all resources of one PC on another PC via network, how we should do that ? Any ideas?

    Read the article

  • Generate FLV Video File with ActionScript

    - by ChPuK
    Hello. I'm working on Flash ActionScript. My Movie Load some data like photo, sounds and photo to the Movie Stage. Each of loaded MovieClip have own animation. Is it possible to generate (record) FLV or other Movie file from ActionScript with ActionScript?

    Read the article

  • Video/ Speech Development of Applications

    - by idea_
    Why do we continue to type and click away in IDEs when we could theoretically use hand gestures and speech to develop applications? Think about it - Developing a class by standing in-front of your computer, making some gesture, and yelling "CAR!". This doesn't have to strictly apply to OOP either. We have sufficient speech and image acquisition/ processing and analysis tools available to us, don't we? This seems plausible to me, but I may be overly ambitious. From a conceptual point-of-view, do you see any problems with the implementation?

    Read the article

  • Can anyone suggest me game recorder software for Youtube Video? [closed]

    - by Sukhdev Taneja
    I am looking for game recorder software to capture movies of PC games (with sound) so that I can upload to YouTube Videos. I have recorded some games on my computer. But they run so quickly and fast. Can anybody suggest me any computer screen recorder (with sound) so that I can make my own computer gameplay trailer for Youtube. Is it possible to record PS2 games too without using any TV Tuner Card on computer. Please suggest any freeware software if possible for my purpose. Thanks.

    Read the article

  • Get frames from the video saved in the photo directory iphone?

    - by Ballu
    HI All. how can i get the frames of any video that i am fetching from the photo directory iphone .I checked out various links but they only provide any thumbnails or any particular TIME's frame image but i need the frames of full length video .And the respective audio too then is that possible that from the freames i got and the audio file i can create another video but will change the sequence of the frames only the audio file will be the same in the video.Is that feasible .? Sample code or link will be more helpful !!! Thanks, Balraj,

    Read the article

  • How to restrict http access to video files?

    - by Tharases
    I want to only let "right" people watch those videos. In other words, only registered users that are allowed (by other users, ie, friends) should see videos. I have a hard retriction for cpu usage in my shared environment, so I can use things like php's readfile.

    Read the article

  • How do I send user to youtube video on ListBoxItem click?

    - by Byron Sommardahl
    I'm creating a Windows Phone 7 app and learning Silverlight in the process. I have a youtube video url and I'd like the user to be able to click a video thumbnail in my list and go to a youtube app to view the video (similar to iPhone). Is this possible? If so, can you share some code to send the user to the video? I already have a MouseLeftButtonUp event handler.

    Read the article

  • Where'd My Data Go? (and/or...How Do I Get Rid of It?)

    - by David Paquette
    Want to get a better idea of how cascade deletes work in Entity Framework Code First scenarios? Want to see it in action? Stick with us as we quickly demystify what happens when you tell your data context to nuke a parent entity. This post is authored by Calgary .NET User Group Leader David Paquette with help from Microsoft MVP in Asp.Net James Chambers. We got to spend a great week back in March at Prairie Dev Con West, chalk full of sessions, presentations, workshops, conversations and, of course, questions.  One of the questions that came up during my session: "How does Entity Framework Code First deal with cascading deletes?". James and I had different thoughts on what the default was, if it was different from SQL server, if it was the same as EF proper and if there was a way to override whatever the default was.  So we built a set of examples and figured out that the answer is simple: it depends.  (Download Samples) Consider the example of a hockey league. You have several different entities in the league including games, teams that play the games and players that make up the teams. Each team also has a mascot.  If you delete a team, we need a couple of things to happen: The team, games and mascot will be deleted, and The players for that team will remain in the league (and therefore the database) but they should no longer be assigned to a team. So, let's make this start to come together with a look at the default behaviour in SQL when using an EDMX-driven project. The Reference – Understanding EF's Behaviour with an EDMX/DB First Approach First up let’s take a look at the DB first approach.  In the database, we defined 4 tables: Teams, Players, Mascots, and Games.  We also defined 4 foreign keys as follows: Players.Team_Id (NULL) –> Teams.Id Mascots.Id (NOT NULL) –> Teams.Id (ON DELETE CASCADE) Games.HomeTeam_Id (NOT NULL) –> Teams.Id Games.AwayTeam_Id (NOT NULL) –> Teams.Id Note that by specifying ON DELETE CASCADE for the Mascots –> Teams foreign key, the database will automatically delete the team’s mascot when the team is deleted.  While we want the same behaviour for the Games –> Teams foreign keys, it is not possible to accomplish this using ON DELETE CASCADE in SQL Server.  Specifying a ON DELETE CASCADE on these foreign keys would cause a circular reference error: The series of cascading referential actions triggered by a single DELETE or UPDATE must form a tree that contains no circular references. No table can appear more than one time in the list of all cascading referential actions that result from the DELETE or UPDATE – MSDN When we create an entity data model from the above database, we get the following:   In order to get the Games to be deleted when the Team is deleted, we need to specify End1 OnDelete action of Cascade for the HomeGames and AwayGames associations.   Now, we have an Entity Data Model that accomplishes what we set out to do.  One caveat here is that Entity Framework will only properly handle the cascading delete when the the players and games for the team have been loaded into memory.  For a more detailed look at Cascade Delete in EF Database First, take a look at this blog post by Alex James.   Building The Same Sample with EF Code First Next, we're going to build up the model with the code first approach.  EF Code First is defined on the Ado.Net team blog as such: Code First allows you to define your model using C# or VB.Net classes, optionally additional configuration can be performed using attributes on your classes and properties or by using a Fluent API. Your model can be used to generate a database schema or to map to an existing database. Entity Framework Code First follows some conventions to determine when to cascade delete on a relationship.  More details can be found on MSDN: If a foreign key on the dependent entity is not nullable, then Code First sets cascade delete on the relationship. If a foreign key on the dependent entity is nullable, Code First does not set cascade delete on the relationship, and when the principal is deleted the foreign key will be set to null. The multiplicity and cascade delete behavior detected by convention can be overridden by using the fluent API. For more information, see Configuring Relationships with Fluent API (Code First). Our DbContext consists of 4 DbSets: public DbSet<Team> Teams { get; set; } public DbSet<Player> Players { get; set; } public DbSet<Mascot> Mascots { get; set; } public DbSet<Game> Games { get; set; } When we set the Mascot –> Team relationship to required, Entity Framework will automatically delete the Mascot when the Team is deleted.  This can be done either using the [Required] data annotation attribute, or by overriding the OnModelCreating method of your DbContext and using the fluent API. Data Annotations: public class Mascot { public int Id { get; set; } public string Name { get; set; } [Required] public virtual Team Team { get; set; } } Fluent API: protected override void OnModelCreating(DbModelBuilder modelBuilder) { modelBuilder.Entity<Mascot>().HasRequired(m => m.Team); } The Player –> Team relationship is automatically handled by the Code First conventions. When a Team is deleted, the Team property for all the players on that team will be set to null.  No additional configuration is required, however all the Player entities must be loaded into memory for the cascading to work properly. The Game –> Team relationship causes some grief in our Code First example.  If we try setting the HomeTeam and AwayTeam relationships to required, Entity Framework will attempt to set On Cascade Delete for the HomeTeam and AwayTeam foreign keys when creating the database tables.  As we saw in the database first example, this causes a circular reference error and throws the following SqlException: Introducing FOREIGN KEY constraint 'FK_Games_Teams_AwayTeam_Id' on table 'Games' may cause cycles or multiple cascade paths. Specify ON DELETE NO ACTION or ON UPDATE NO ACTION, or modify other FOREIGN KEY constraints. Could not create constraint. To solve this problem, we need to disable the default cascade delete behaviour using the fluent API: protected override void OnModelCreating(DbModelBuilder modelBuilder) { modelBuilder.Entity<Mascot>().HasRequired(m => m.Team); modelBuilder.Entity<Team>() .HasMany(t => t.HomeGames) .WithRequired(g => g.HomeTeam) .WillCascadeOnDelete(false); modelBuilder.Entity<Team>() .HasMany(t => t.AwayGames) .WithRequired(g => g.AwayTeam) .WillCascadeOnDelete(false); base.OnModelCreating(modelBuilder); } Unfortunately, this means we need to manually manage the cascade delete behaviour.  When a Team is deleted, we need to manually delete all the home and away Games for that Team. foreach (Game awayGame in jets.AwayGames.ToArray()) { entities.Games.Remove(awayGame); } foreach (Game homeGame in homeGames) { entities.Games.Remove(homeGame); } entities.Teams.Remove(jets); entities.SaveChanges();   Overriding the Defaults – When and How To As you have seen, the default behaviour of Entity Framework Code First can be overridden using the fluent API.  This can be done by overriding the OnModelCreating method of your DbContext, or by creating separate model override files for each entity.  More information is available on MSDN.   Going Further These were simple examples but they helped us illustrate a couple of points. First of all, we were able to demonstrate the default behaviour of Entity Framework when dealing with cascading deletes, specifically how entity relationships affect the outcome. Secondly, we showed you how to modify the code and control the behaviour to get the outcome you're looking for. Finally, we showed you how easy it is to explore this kind of thing, and we're hoping that you get a chance to experiment even further. For example, did you know that: Entity Framework Code First also works seamlessly with SQL Azure (MSDN) Database creation defaults can be overridden using a variety of IDatabaseInitializers  (Understanding Database Initializers) You can use Code Based migrations to manage database upgrades as your model continues to evolve (MSDN) Next Steps There's no time like the present to start the learning, so here's what you need to do: Get up-to-date in Visual Studio 2010 (VS2010 | SP1) or Visual Studio 2012 (VS2012) Build yourself a project to try these concepts out (or download the sample project) Get into the community and ask questions! There are a ton of great resources out there and community members willing to help you out (like these two guys!). Good luck! About the Authors David Paquette works as a lead developer at P2 Energy Solutions in Calgary, Alberta where he builds commercial software products for the energy industry.  Outside of work, David enjoys outdoor camping, fishing, and skiing. David is also active in the software community giving presentations both locally and at conferences. David also serves as the President of Calgary .Net User Group. James Chambers crafts software awesomeness with an incredible team at LogiSense Corp, based in Cambridge, Ontario. A husband, father and humanitarian, he is currently residing in the province of Manitoba where he resists the urge to cheer for the Jets and maintains he allegiance to the Calgary Flames. When he's not active with the family, outdoors or volunteering, you can find James speaking at conferences and user groups across the country about web development and related technologies.

    Read the article

  • Getting the DirectShow VideoRender filter to respond to MediaType changes on its Input Pin?

    - by Jonathan Websdale
    Below is the code extract from my decoder transform filter which takes in data from my source filter which is taking RTP network data from an IP camera. The source filter, decode filter can dynamically respond to changes in the camera image dimensions since I need to handle resolution changes in the decode library. I've used the 'ReceiveConnection' method as described in the DirectShow help, passing the new MediaType data in the next sample. However, I can't get the Video Mixing Renderer to accept the resolution changes dynamically even though the renderer will render the different resolution if the graph is stopped and restarted. Can anyone point out what I need to do to get the renderer to handle dynamic resolution changes? HRESULT CDecoder::Receive(IMediaSample* pIn) { //Input data does not necessarily correspond one-to-one //with output frames, so we must override Receive instead //of Transform. HRESULT hr = S_OK; //Deliver input to library long cBytes = pIn->GetActualDataLength(); BYTE* pSrc; pIn->GetPointer(&pSrc); try { hr = m_codec.Decode(pSrc, cBytes, (hr == S_OK)?&tStart : NULL); } catch (...) { hr = E_UNEXPECTED; } if (FAILED(hr)) { if (theLog.enabled()){theLog.strm() << "Decoder Error " << hex << hr << dec << " - resetting input"; theLog.write();} //Force reset of decoder m_bReset = true; m_codec.ResetInput(); //We have handled the error -- don't pass upstream or the source may stop. return S_OK; } //Extract and deliver any decoded frames hr = DeliverDecodedFrames(); return hr; } HRESULT CDecoder::DeliverDecodedFrames() { HRESULT hr = S_OK; for (;;) { DecodedFrame frame; bool bFrame = m_codec.GetDecodedFrame(frame); if (!bFrame) { break; } CMediaType mtIn; CMediaType mtOut; GetMediaType( PINDIR_INPUT, &mtIn); GetMediaType( PINDIR_OUTPUT, &mtOut); //Get the output pin's current image resolution VIDEOINFOHEADER* pvi = (VIDEOINFOHEADER*)mtOut.Format(); if( pvi->bmiHeader.biWidth != m_cxInput || pvi->bmiHeader.biHeight != m_cyInput) { HRESULT hr = GetPin(PINDIR_OUTPUT)->GetConnected()->ReceiveConnection(GetPin(PINDIR_OUTPUT), &mtIn); if(SUCCEEDED(hr)) { SetMediaType(PINDIR_OUTPUT, &mtIn); } } IMediaSamplePtr pOut; hr = m_pOutput->GetDeliveryBuffer(&pOut, 0, 0, NULL); if (FAILED(hr)) { break; } AM_MEDIA_TYPE* pmt; if (pOut->GetMediaType(&pmt) == S_OK) { CMediaType mt(*pmt); DeleteMediaType(pmt); SetMediaType(PINDIR_OUTPUT, &mt); pOut->SetMediaType(&mt); } // crop, tramslate and deliver BYTE* pDest; pOut->GetPointer(&pDest); m_pConverter->Convert(frame.Width(), frame.Height(), frame.GetY(), frame.GetU(), frame.GetV(), pDest); pOut->SetActualDataLength(m_pOutput->CurrentMediaType().GetSampleSize()); pOut->SetSyncPoint(true); if (frame.HasTimestamp()) { REFERENCE_TIME tStart = frame.Timestamp(); REFERENCE_TIME tStop = tStart+1; pOut->SetTime(&tStart, &tStop); } m_pOutput->Deliver(pOut); } return hr; }

    Read the article

  • How to reduce iOS AVPlayer start delay

    - by Bernt Habermeier
    Note, for the below question: All assets are local on the device -- no network streaming is taking place. The videos contain audio tracks. I'm working on an iOS application that requires playing video files with minimum delay to start the video clip in question. Unfortunately we do not know what specific video clip is next until we actually need to start it up. Specifically: When one video clip is playing, we will know what the next set of (roughly) 10 video clips are, but we don't know which one exactly, until it comes time to 'immediately' play the next clip. What I've done to look at actual start delays is to call addBoundaryTimeObserverForTimes on the video player, with a time period of one millisecond to see when the video actually started to play, and I take the difference of that time stamp with the first place in the code that indicates which asset to start playing. From what I've seen thus-far, I have found that using the combination of AVAsset loading, and then creating an AVPlayerItem from that once it's ready, and then waiting for AVPlayerStatusReadyToPlay before I call play, tends to take between 1 and 3 seconds to start the clip. I've since switched to what I think is roughly equivalent: calling [AVPlayerItem playerItemWithURL:] and waiting for AVPlayerItemStatusReadyToPlay to play. Roughly same performance. One thing I'm observing is that the first AVPlayer item load is slower than the rest. Seems one idea is to pre-flight the AVPlayer with a short / empty asset before trying to play the first video might be of good general practice. [http://stackoverflow.com/questions/900461/slow-start-for-avaudioplayer-the-first-time-a-sound-is-played] I'd love to get the video start times down as much as possible, and have some ideas of things to experiment with, but would like some guidance from anyone that might be able to help. Update: idea 7, below, as-implemented yields switching times of around 500 ms. This is an improvement, but it it'd be nice to get this even faster. Idea 1: Use N AVPlayers (won't work) Using ~ 10 AVPPlayer objects and start-and-pause all ~ 10 clips, and once we know which one we really need, switch to, and un-pause the correct AVPlayer, and start all over again for the next cycle. I don't think this works, because I've read there is roughly a limit of 4 active AVPlayer's in iOS. There was someone asking about this on StackOverflow here, and found out about the 4 AVPlayer limit: fast-switching-between-videos-using-avfoundation Idea 2: Use AVQueuePlayer (won't work) I don't believe that shoving 10 AVPlayerItems into an AVQueuePlayer would pre-load them all for seamless start. AVQueuePlayer is a queue, and I think it really only makes the next video in the queue ready for immediate playback. I don't know which one out of ~10 videos we do want to play back, until it's time to start that one. ios-avplayer-video-preloading Idea 3: Load, Play, and retain AVPlayerItems in background (not 100% sure yet -- but not looking good) I'm looking at if there is any benefit to load and play the first second of each video clip in the background (suppress video and audio output), and keep a reference to each AVPlayerItem, and when we know which item needs to be played for real, swap that one in, and swap the background AVPlayer with the active one. Rinse and Repeat. The theory would be that recently played AVPlayer/AVPlayerItem's may still hold some prepared resources which would make subsequent playback faster. So far, I have not seen benefits from this, but I might not have the AVPlayerLayer setup correctly for the background. I doubt this will really improve things from what I've seen. Idea 4: Use a different file format -- maybe one that is faster to load? I'm currently using .m4v's (video-MPEG4) H.264 format. I have not played around with other formats, but it may well be that some formats are faster to decode / get ready than others. Possible still using video-MPEG4 but with a different codec, or maybe quicktime? Maybe a lossless video format where decoding / setup is faster? Idea 5: Combination of lossless video format + AVQueuePlayer If there is a video format that is fast to load, but maybe where the file size is insane, one idea might be to pre-prepare the first 10 seconds of each video clip with a version that is boated but faster to load, but back that up with an asset that is encoded in H.264. Use an AVQueuePlayer, and add the first 10 seconds in the uncompressed file format, and follow that up with one that is in H.264 which gets up to 10 seconds of prepare/preload time. So I'd get 'the best' of both worlds: fast start times, but also benefits from a more compact format. Idea 6: Use a non-standard AVPlayer / write my own / use someone else's Given my needs, maybe I can't use AVPlayer, but have to resort to AVAssetReader, and decode the first few seconds (possibly write raw file to disk), and when it comes to playback, make use of the raw format to play it back fast. Seems like a huge project to me, and if I go about it in a naive way, it's unclear / unlikely to even work better. Each decoded and uncompressed video frame is 2.25 MB. Naively speaking -- if we go with ~ 30 fps for the video, I'd end up with ~60 MB/s read-from-disk requirement, which is probably impossible / pushing it. Obviously we'd have to do some level of image compression (perhaps native openGL/es compression formats via PVRTC)... but that's kind crazy. Maybe there is a library out there that I can use? Idea 7: Combine everything into a single movie asset, and seekToTime One idea that might be easier than some of the above, is to combine everything into a single movie, and use seekToTime. The thing is that we'd be jumping all around the place. Essentially random access into the movie. I think this may actually work out okay: avplayer-movie-playing-lag-in-ios5 Which approach do you think would be best? So far, I've not made that much progress in terms of reducing the lag.

    Read the article

  • Google sort « Bali », un nouveau SDK pour le VP8 : le codec vidéo open-source gagne en vitesse d'encodage et en qualité

    Google sort « Bali », un nouveau SDK pour le VP8 Le codec vidéo open-source gagne en vitesse d'encodage et en qualité Mise à jour du 10/03/11 Google vient de mettre à jour son environnement de développement autour du VP8, le codec vidéo open-source derrière WebM. Selon Google, ce nouveau SDK permet d'encoder une fois et demi plus vite des vidéos qu'avec la précédente version (Aylesbury, lire ci-avant) sur les plate-formes x86. Autre nouveauté majeure de « Bali » (nom de code de cette version), l'amélioration du multithreading et de la prise en charge du multi-coeur. Ici aussi, l'objectif était d'augmenter les vitesses d'en...

    Read the article

  • How to Use Steam In-Home Streaming

    - by Chris Hoffman
    Steam’s In-Home Streaming is now available to everyone, allowing you to stream PC games from one PC to another PC on the same local network. Use your gaming PC to power your laptops and home theater system. This feature doesn’t allow you to stream games over the Internet, only the same local network. Even if you tricked Steam, you probably wouldn’t get good streaming performance over the Internet. Why Stream? When you use Steam In-Home streaming, one PC sends its video and audio to another PC. The other PC views the video and audio like it’s watching a movie, sending back mouse, keyboard, and controller input to the other PC. This allows you to have a fast gaming PC power your gaming experience on slower PCs. For example, you could play graphically demanding games on a laptop in another room of your house, even if that laptop has slower integrated graphics. You could connect a slower PC to your television and use your gaming PC without hauling it into a different room in your house. Streaming also enables cross-platform compatibility. You could have a Windows gaming PC and stream games to a Mac or Linux system. This will be Valve’s official solution for compatibility with old Windows-only games on the Linux (Steam OS) Steam Machines arriving later this year. NVIDIA offers their own game streaming solution, but it requires certain NVIDIA graphics hardware and can only stream to an NVIDIA Shield device. How to Get Started In-Home Streaming is simple to use and doesn’t require any complex configuration — or any configuration, really. First, log into the Steam program on a Windows PC. This should ideally be a powerful gaming PC with a powerful CPU and fast graphics hardware. Install the games you want to stream if you haven’t already — you’ll be streaming from your PC, not from Valve’s servers. (Valve will eventually allow you to stream games from Mac OS X, Linux, and Steam OS systems, but that feature isn’t yet available. You can still stream games to these other operating systems.) Next, log into Steam on another computer on the same network with the same Steam username. Both computers have to be on the same subnet of the same local network. You’ll see the games installed on your other PC in the Steam client’s library. Click the Stream button to start streaming a game from your other PC. The game will launch on your host PC, and it will send its audio and video to the PC in front of you. Your input on the client will be sent back to the server. Be sure to update Steam on both computers if you don’t see this feature. Use the Steam > Check for Updates option within Steam and install the latest update. Updating to the latest graphics drivers for your computer’s hardware is always a good idea, too. Improving Performance Here’s what Valve recommends for good streaming performance: Host PC: A quad-core CPU for the computer running the game, minimum. The computer needs enough processor power to run the game, compress the video and audio, and send it over the network with low latency. Streaming Client: A GPU that supports hardware-accelerated H.264 decoding on the client PC. This hardware is included on all recent laptops and PCs. Ifyou have an older PC or netbook, it may not be able to decode the video stream quickly enough. Network Hardware: A wired network connection is ideal. You may have success with wireless N or AC networks with good signals, but this isn’t guaranteed. Game Settings: While streaming a game, visit the game’s setting screen and lower the resolution or turn off VSync to speed things up. In-Home Steaming Settings: On the host PC, click Steam > Settings and select In-Home Streaming to view the In-Home Streaming settings. You can modify your streaming settings to improve performance and reduce latency. Feel free to experiment with the options here and see how they affect performance — they should be self-explanatory. Check Valve’s In-Home Streaming documentation for troubleshooting information. You can also try streaming non-Steam games. Click Games > Add a Non-Steam Game to My Library on your host PC and add a PC game you have installed elsewhere on your system. You can then try streaming it from your client PC. Valve says this “may work but is not officially supported.” Image Credit: Robert Couse-Baker on Flickr, Milestoned on Flickr

    Read the article

  • How to check the information of current installed video drivers on Ubuntu?

    - by smwikipedia
    Hi guys, I have just installed Ubuntu 10.04. My CPU usage is high when I do trivial things such as scrolling through a PDF file. So I think my video driver is not properly installed. I want to confirm that by checking the information of my currently installed video driver, such as if there's a driver installed and what version it is. Then I could decide whether to install a new one if it is not up to date. On Windows, I could use the device manager, how to do that on Ubuntu Linux? I don't expect a GUI solution for this. Command line will be just good enough. Many thanks.

    Read the article

  • How do I get Flash 10.2 RC + Crystal HD for HW accelerated video to work?

    - by Gee
    I have a netbook with a N450 Atom and a BCM70012 aka Crystal HD card. On Windows 7 I can play HD flash video with very little CPU usage because of the RC of Flash 10.2. I did some reading and saw posts claiming that the Crystal HD card is finally supported by the newer Flash 10.2 RC in Ubuntu but I can't get it to work. I can confirm that flash 10.2 is loaded and used, and there's even a HW acceleration option that is enabled in the settings but performance is horrible. From what I read, the Crystal HD card is supposed to be enabled on 10.10 by default - I don't know if it is. I tried installing drivers for it in various ways but HD flash video is still a slideshow So does anyone have it working? If so, how'd you set it up?

    Read the article

< Previous Page | 150 151 152 153 154 155 156 157 158 159 160 161  | Next Page >