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MovaaN

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Posts posted by MovaaN

  1. Streaming

    I decided to write a small topic about streaming, options and some techknowledge.

    First of all you need to think about how you want to handle your stream. There is basically 3 options how to handle it, I'll tell what you can do with them and what you cannot.

     

    1st option: PS4 broadcasting

    • PS4 broadcasting is the easiest and simpliest way to stream your PS4 gameplay. You just need twitch account (later known as your channel), PS4 and good enough internet (PS4 will tell when you have too slow upload speed but minimum should be 5mb/s UP and recommended 10mb/s)
    • Twitch account can easily done here: www.twitch.tv
    • After setting your channel up (just explore everything in there) you want to head to your dashboard with your computer (link works properly when you're logged into Twitch)
    • At the dashboard and all sub tabs you can make changes to your stream: change name, change game, language etc.
    • Using the dashboard isn't compulsory but will make your life lot easier :)

    What is possible with PS4 broadcast?

    • PS4 broadcasting is pretty rudimentary mean to stream. You basically get your basic needs: stream, chat, mic and facecam (if wanted with PScamera)
    • No overlays, alerts and nothing *fancy* what you see in Twitch

        P.S. remember that your twitch account name is also your channels name. For example my twitch nick is MovaaN and my channel link is www.twitch.tv/movaan

     

    2nd option: PS4 broadcasting + OBS (or other streaming tool for computer)

    • This is bit interesting way to stream. In short in this method we use 2 Twitch channels to stream. 1st we stream with our PS4, then we make OBS (just for example) to use that stream as a source and stream the "main" stream with computer.
    • In this method there are pros and cons. Pros being the ability to make overlays and other *fancy* stuff for your stream and no need to buy capture cards. Cons being extremely high internet usage in your upload bandwith. Haven't tested this on my 10mbs up connection but I have some concerns it not being high enough. It may have enough "size" but it won't be stable enough for smooth stream.

     

    3rd option: Computer + OBS + capture card (like Elgato HD60)

    • Setup like this is used by people with more invest in streaming. Here you play with your PS4 normally but use capture device to get AV source to computer. Then you use software like OBS to stream it through your computer
    • With this you can have pretty much anything you want on your stream. Only limit is just your imagination and techskills :) 

     

    Here are some of the softwares and links which are useful for streamers: https://www.twitch.tv/broadcast

     

    FAQ:

    Q:How fast internet you need to stream?

    • Good thumbrule is to have 2 times of bandwith compared to bitrate.

    Q:What is bitrate

    • Bitrate is how much data your stream sends out. For example I like to stream with 720p resolution at 60 frames per second, this needs a bitrate around 3300-3500Kbps

    Q:What bitrate should I use?

    • Depends. On PS4 you don't have to think about controlling it, console handles itself. There are tons of different settings but majority should be okay with following: 720p60fps (3500Kbps), 720p30fps (2800Kbps), 480p60fps (1500Kbps) and lower around 1000Kbps. You can count from these your bandwith requirement, for example 720p60fps needs 2x3500Kbps=7000Kbps or more commonly around 7-8M up. This here isn't exact science but found as good thumbrule through trial and error

    Q:I love Full HD, can I stream on 1080p?

    • Yes of course you can. But remember this: Unless you aren't a Twitch partner, your viewers can only see your stream on Source quality. This means following: Your viewer needs good enough internet to watch your stream, 1080 need usually @ 30fps around 3500Kbps and @ 60fps almost 5000. Just for contrast, my 720p60fps is on the edge for non-partner streamer. I have bandwith to send but for some viewers the stream buffers and stutters because their download speed isn't just enough.
     
    Q:What are dropped frames?
     
    • Dropped frames mean frames that aren't send out. On PS4 you can't see this but with OBS and other computer based softwares have statistic for this. Common reasons for dropped frames are too slow connection (drop your bitrate and quality) or unstable connection. With older computers this can be caused too by bad CPU (cannot handle encoding of the stream). Just remember that majority of the times when ppl complain on your channel chat that you drop frames the issue is usually with their internet or Twitch server is acting up

    Q:Can I put my own music on my stream?

    • Yes you can, but with caution. Copyright laws and copyrighted content should always be used with care. If you have copyright protected music on your stream then your VOD (video archive of your past broadcasts) may be muted of all sounds. Soundcloud TwitchFM and Spotify has some nice copyright free music
     
     
     
     
     
    I hope that this helped atleast some people with their questions about streaming. If you have more questions or tips and tricks to add, then feel free reply to this topic. Also check out my VOIP topic
    • Like 4
  2. I recommend using this with browser: http://www.dslreports.com/speedtest

    I'm running steady latency 39ms with 71mb/s down and max 50ms bufferbloat (while downloading) when I run this speedtest (my NHL runs like a dream since last patch).

    If you have high ping with this one too, then I suggest being in contact with your ISP because there might be with them then.

    This is all help I can provide at this point :)

    edit: I have 100/10 connection and NAT1 on PS4 + using ethernet cable to connect

    • Like 2
  3. This is a small breakdown for what different ways there is for teams communicate using mics and text. I'm going to go through here different programs and apps, and try to list different Pros and Cons. Note that this is plainly my opinion and people have their own preferences. All of the programs support smartphone Voice chat too.

    What is VOIP? A:VOIP is plainly put a term for every internet call and talk over internet type things.

    Skype  lataus.png

    Skype is product of Microsoft. You can download it for free for older versions of Windows and for smartphones. It doubles as an messaging app and as a VOIP through Skype calls.

    Pros:

    • Free
    • Can create groups
    • Often preinstalled on lot of computers and Smartphones

    Cons:

    • You have to first invite people as friends before you can communicate
    • No group admins
    • Sound quality and connection quality varies alot

    Teamspeak and Mumbleteamspeak_small.pngstacks_image_15.png

    Teamspeak 3 and Mumble are basically same product from 2 different developers. There are some minor differenses but nothing massive. These 2 are most used VOIP programs within PC players.

    Pros:

    • Client is free for PC
    • Good sound and connection qualities
    • Server adminstration is easy and has lot of options
    • Password protection options

    Cons:

    • Servers are pay2use unless you don't have your own server.
    • Sizeable servers (over 25) people can cost
    • Server configuration can be hard for people that don't have necessary knowledge
    • Teamspeak smartphone app isn't free

    Discordimages.png

    One of newer comers to VOIP field. Finnish-american development product to overthrow teamspeak and skype.

    Pros:

    • Servers and client free
    • Lot of options to customize your channel
    • Administration easy and role rights easy to configure
    • Has web app, PC program and smartphone app
    • You can either Direct Message to certain people if they are your friend on discord or have setted that strangers can DM them
    • Twitch sync available
    • Person highlighting with @-symbol

    Cons:

    • Unknown for lot of people still
    • Curse has same features but is more polished

    Curse68747470733a2f2f736f61727465782e6e65742f6173736574732f696d672f73746166662f6272616e64732f63757273652e706e67.png

    Curse is today to-go software of streamers at the moment. It also has less-known guild friendly aspect for channels. Curse is basically better version of Discord in my opinion.

    Pros and Cons are pretty much the same as on Discord. I've used this more than Discord and for Voice quality on either phone or PC is excellent.

    Playstation Network - Partiespsn-logo.jpg

    Playstation's own VOIP solution. Works by inviting people on your created party or if it is public your PSN friends can join.

    Pros:

    • You just need your console and compatible headset. You get headphone+mic set with your console when you bought it (included in the package)
    • Simple click to join

    Cons:

    • Party limit 8 people
    • If you need team text message for more people you have to have group founded
    • No phone iteration for Voice
    • More unstable than others

    XBox Live

    Haven't used it. As far as I believe and have heard is basically pretty same as PSN's

     

    As said above, my favorite is Curse of these. The overall chances with it are same or better than other programs need. But this is just my opinion.

    There are many more available but these are biggest ones and most common

    Please feel free comment, ask questions or add :)

    • Like 2
  4. Main problem with PWF is his shooting ability, it should be closer to DFD for balance sake. Lot of power but also lot of shots ending up in boards. I haven't had that big problems playing against PWFs with 2-Way-D but yeah, they seem a tad OP, or better to say OP compared to other forward classes. Lets see what they come up with NHL17 but I hope that more variety is welcomed. "Tactical" aspect of class selection in offence is pretty dead atm, and defense is either D or 2W. You see some OFD's but usually that is also the side to come into zone ^^

    • Like 3
  5. PSN: MovaaN (NHLgamer player card)

    About me: I'm 28-year-old Finn from Helsinki. Been playing EASHL from NHL11 and ECL(/EHL) from NHL14. Last season finished at Nordic Stars. Former teams are Ace Holes HC and UKnighted HC (pre NHL16). Fluent in finnish and english. German and swedish are at noob level ^^

    Positions: in order LD, LW, RD and C. Right handed but can handle RD with left.

    Playing style: I prefer defence first approach to the game and high teamwork in both offense and defence. Two-Way D-man is my go to class in defence and Grinder on offense.

    P.S. Can use any method of VOIP; PSN, TeamSpeak, Mumble, Discord, Curse, Skype et cetera.

    Very reluctant of being team captain

    HOX! Not available 16.7-23.7, nothing else planned atm :)

    • Like 3
  6. I just was on my way here to make a suggestion for draft style summer cup, but @Billy44205 beat me to it. We could make it that people themselves enlist for summer cup from what point we pick/choose/nominate captains for teams. Preferably as much randomness and ofcourse when some people aren't so comfortable with some people, then draft should kick this kind of problems out of question :) I'd say that when we know number of players ready to commit for summer cup, then we can think about amounts of teams and season structure :)

    Edit: Also this kind of draft and "scrambled" teams would get people to know each other better and maybe find new community friends :) 

    • Like 5
  7. This just came in today! @Kenu and @Lurkins

    I urge people to test out as much as possible how much this is fixed now :)

    20160211_160156.jpg

    Full list from patch + tuner Feb 11

    Gameplay 
    • Increased attribute effect range to create more player separation. 
    • Increased range of attribute effects for goalies so that the weaker goalies are further separated from the best ones. 
    • Increased goalies ability to save slower low shots and passes towards the net. 
    • Increased referee strictness when teams were already shorthanded so that penalties no longer go uncalled. 
    • Increased pokecheck success when in proper positions. 
    • Increased penalties from stick lift at wrong angles. 
    • Removed the effect protecting the puck has in resistance to being hit (either with protect puck or holding the puck out away from your opponent). Note: Being in a controlled glide with full balance and/or limiting the relative speed of the hit will still be advantageous over skating, performing an action or higher relative speed hits when trying to stay in control. 
    • Lowered EASHL AI goalie attributes slightly. 
    • Faceoffs are now equal across all EASHL forward classes to rule out any balance issues. 
    • Re-Balanced EASHL Power Forward class attributes slightly. 
    • Addressed issue where players would occasionally stay in the penalty box for the rest of the game after the end of their penalty. 
    • Addressed issue where players would not line up correctly when using the aggressive faceoff style during an offensive zone faceoff. 

    Presentation 
    • Added the 2015-16 Boston Bruins Winter Classic jersey 
    • Added the 2015-16 Montreal Canadian’s Winter Classic jersey 
    • Added the 2015-16 Chicago Blackhawks Stadium Series jersey 
    • Added the 2015-16 Minnesota Wild Stadium Series jersey 
    • Added the 2015-16 Colorado Avalanche Stadium Series jersey 
    • Added the 2015-16 Detroit Red Wings Stadium Series jersey 
    • Added the San Antonio Rampage 3rd jersey 
    • Added the Charlottetown Islanders 3rd jersey 
    • Added the Rouyn-Noranda Huskies 3rd jersey 
    • Added the Hamilton Bulldogs 3rd jersey 

    Online 
    • Made network performance improvements in EA SPORTS Hockey League and Online Team Play. 
    • Added "Dangler" player class in EASHL. 

     

     

    And for you techsavvy people who wonder what was cause of the lag, from EA_NHLDevs on EA SPORTS forum:

    Hi Everyone, 

    Many of you are aware of an issue known as Captain Lag. This has been an important issue for the community that we’ve been working to address since it was first raised. Today, we’re happy to share a positive update with you all - and in the spirit of transparency, we’re going to give it to you in lots of detail. 

    The Captain Lag issue stumped us for quite some time. There was varied feedback across the entire community and no matter how many times we tried, we could not reproduce Captain Lag in our studio. Eventually, we created a special build of the game that allowed us to trace the inner workings while we played. Members of our GameChangers program and their teammates then played games with us and we were able to reproduce the issue with greater consistency. This allowed us to see and understand the actual problem. 

    Since we had several consoles and TV’s in the same location, we were able to see what was on each players screen at the same time. We found that what was being displayed on the screen matched for all the users; which then allowed us to discount the possibility of our server infrastructure delaying sending the proper data to only one player (the Captain). 

    There were no discernible problems within our logs, so we went to work and added information that would allow us to track the internal latency of our game. We tracked the time between us being alerted there were button presses on the controller, to the time we sent it onto the network, to the time we got the data back from the network, and finally - to the time we passed it to the game to actually act on the data (run the game). 

    After more game sessions with the GameChangers, we discovered the problem was with us getting the data back from the network and passing it to the game to actually run the game. The issue was that at the beginning of the game, when we synced all the users inputs (all inputs must be synced so the game simulation processes the exact same thing on everyone’s console), some users inputs would happen to come later than others and that exposed a bug with queued inputs that we have now addressed. 

    The rest of the details of the fix get extremely technical and beyond the scope of a single post, but going forward, all the queues should be identical for games that are played on our dedicated servers, which should positively impact the response for many players; some more or less subtle than others. 

    We have been working on this since it was first brought up by you, our players, but the breakthrough came in the last couple weeks with the help of the GameChangers and some very senior engineers. 

    Our very sincere thanks to all of you that reached out with suggestions and information along the way. Many of you produced information and data that was crucial in our ability to problem solve and for that we are grateful – both for your help and your patience. 

    Thanks, 

    EA_NHLDevs

    • Like 6
  8. 14 hours ago, Kenu said:

    I tried to fix this now, and the number of penalties is correct, as is the total PIM for the player. For some reason the penalty is shown twice in the match report, though. Too tired to figure that out right now. Perhaps @Lurkins knows what is going on. :D

    That may be my fault :$ double inserted it so I was able to insert my teams stats ^_^ But now I understand to put exact amount of penalties and not being STUPID 9_9 Thanks @Kenu for help and patience ^^

  9. If I put 4 min on penalty, it still counts it only as 1 penalty :) so we had 14 mins of penalties and winner placed of course the match for as 7 penalties. Sry now changing to finnish just to make my point clear: Eli kun vastustaja "teki" matsin tilastot sehän merkkaa sen 14 minsaa 7 jäähynä, tällöin ku laitan jengin statsit ni joudun pistää 7 jäähyä mutta kun 1 on 4min jäähy niin niitä ei ollut kuin 6. Joten se ei anna inserttaa tilastoja jos ei ole asetettu 7 jäähyä :) en siinä tajunnu mut olis voinu laittaa 2x4min jäähyä samaan aikaan samalla syyllä ja samalle pelaajalle ni olis varmaan menny läpi

  10. 4 minutes ago, Kenu said:

    Hey @MovaaN: Couldn't you pick 4 minutes as the length?

    Yeah I could, but the amount of penalties wouldn't then match and gives an error. Cause when we report games it is instructed to do as (1 penalty = 2min) :) so when we had 1 double minor and winner reported match, the amount of penalties and penaltyminutes wasn't that straightforward

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