OBS Studio 32.2 is now available!
Lots more quality of life adjustments and code cleanup as we continue to concentrate on user experience, stability, and long term project health.
The biggest change this patch is the overhauled Add Source window.
https://t.co/kWWPdTK7ka
As a Major version release (The first number in 33.0.0) this is when big changes happen to dependencies and backend stuff.
You can read about more details in the post below. If you do run into issues, please report them to us on our GitHub or Discord!
The three biggest things here are CEF (Browser sources) being updated, plugin restructuring, and an update to a graphics library we use.
If you rely on browser sources or plugins (Hello literally everybody) please read on for details:
1. CEF has been updated from v127 to v150
This was a massive undertaking and took over a year of work from volunteer contributors. We were stuck on v127 for a number of reasons and a lot of changes were needed to allow us to update past that.
More info on that is on GitHub here:
https://t.co/9SPQkerXKJ
This means that the framework powering browser sources and docks has been updated. While we've done our best to test things, modern browsers are obviously capable of a lot, and people use browser sources and docks in OBS in an incredible variety of creative (and cursed) ways.
π·Please test your overlays, alerts, and other web-based tools on 33.0 and let us know if anything is broken or not working how it did before.π·
2. Plugin structure and loading changes
As we continue our work on the plugin manager, we've made a significant update to how OBS handles plugin loading.
This should not directly affect existing plugins at all and they will continue to work as normal*
(However, please also see #3).
Some slight changes to where plugins are stored and the structure of those folders has happened as part of this. Those changes do not impact 33.0. Plugins in the old location and structure will still load fine, but be marked as Legacy in the plugin manager to indicate this. We hope over the next year, plugin authors will be able to release new versions that update to the new structure.
3. Internal image library update
We've updated a framework that is used by OBS internally for handling animated images. Unfortunately due to how this was originally implemented, it means that any plugin utilizing the libobs graphics system to render images via gs_image MUST be updated.
As a result when you update to 33.0 plugins that relied on this will fail to load. You can return to version 32 to continue to use these plugins, or wait for the plugin author to update them for 33.0.
If you are a plugin author you can see the changes in the docs diff here:
https://t.co/XTh3va0Oqj
Thank you very much to everyone who helps us with testing and feedback! π
We're now in the RC stage for 33.0! This will be what's released as 33.0 unless a big issue is found.
It's impossible for us to test every web-based tool and plugin out there so we need your help.
You can always go back to 32.2 if you have issues too!
https://t.co/8nKLJvxqHL
Testers need!
OBS Studio 33.0.0 BETA is now available.
https://t.co/qZSZvU1GcB
As a Major version (32 -> 33), this is when we perform bigger under the hood changes.
Community testing and reports are always crucial for us, but ESPECIALLY for Major version numbers!
The three biggest things here are CEF (Browser sources) being updated, plugin restructuring, and an update to a graphics library we use.
If you rely on browser sources or plugins (Hello literally everybody) please read on for details:
1. CEF has been updated from v127 to v150
This was a massive undertaking and took over a year of work from volunteer contributors. We were stuck on v127 for a number of reasons and a lot of changes were needed to allow us to update past that.
More info on that is on GitHub here:
https://t.co/9SPQkerXKJ
This means that the framework powering browser sources and docks has been updated. While we've done our best to test things, modern browsers are obviously capable of a lot, and people use browser sources and docks in OBS in an incredible variety of creative (and cursed) ways.
π·Please test your overlays, alerts, and other web-based tools on 33.0 and let us know if anything is broken or not working how it did before.π·
2. Plugin structure and loading changes
As we continue our work on the plugin manager, we've made a significant update to how OBS handles plugin loading.
This should not directly affect existing plugins at all and they will continue to work as normal*
(However, please also see #3).
Some slight changes to where plugins are stored and the structure of those folders has happened as part of this. Those changes do not impact 33.0. Plugins in the old location and structure will still load fine, but be marked as Legacy in the plugin manager to indicate this. We hope over the next year, plugin authors will be able to release new versions that update to the new structure.
3. Internal image library update
We've updated a framework that is used by OBS internally for handling animated images. Unfortunately due to how this was originally implemented, it means that any plugin utilizing the libobs graphics system to render images via gs_image MUST be updated.
As a result when you update to 33.0 plugins that relied on this will fail to load. You can return to version 32 to continue to use these plugins, or wait for the plugin author to update them for 33.0.
If you are a plugin author you can see the changes in the docs diff here:
https://t.co/XTh3va0Oqj
Thank you very much to everyone who helps us with testing and feedback! π
Testers need!
OBS Studio 33.0.0 BETA is now available.
https://t.co/qZSZvU1GcB
As a Major version (32 -> 33), this is when we perform bigger under the hood changes.
Community testing and reports are always crucial for us, but ESPECIALLY for Major version numbers!
Hey all, there is news going around regarding an exploit involving OBS and browser sources.
This is real BUT there are important specifics missed in some of the tweets and news articles.
You are not at risk merely using the built-in chat docks we provide.
π§΅ More info below
Hey @OBSProject power users! Making heavy use of browser sources or docks?
The Chrome 150 update has been merged! And we need YOU to help test!
You can either select the "nightly" branch on Steam, or manually download an artifact here (requires login): https://t.co/5abRDOQJHC
Another question we were asked a lot during #gamescom was "How do we support OBS?"
Everyone knows that @OBSProject is free but not HOW it is free. At it's core, it is a philosophical choice. OBS is open source, the code is available to everyone (with conditions).
It's ongoing development is supported by volunteers and cared for by a few full-time contributors. Millions of users around the world create content by using it.
You can support the development of the project by visiting https://t.co/jQtAOwhIPg to support us via @Patreon or @OpenCollective.
That's a wrap for me at #gamescom this year. This marks only my 5th gamescom over the years since starting in the gaming and live event marketing industries nearly 15 years ago.
Yet each time I get to meet the most amazing and passionate people, working so hard to bring to life projects that embody the creativity and imagination the world so sorely needs.
My roles and hats may have changed over a dozen times but I will always have such immense respect and admiration for those that help bring to life all the wonderful games we get to experience.
If there is anything we can do to help with your streams, marketing campaigns, live events, or just need someone to bounce ideas off of, the OBS team are here on standby for you.
As one of the largest and most used software in recording and live streaming in the world, we hope we can provide you with that expertise to elevate your next projects.
GG go next
One of the most frequent questions we've heard this week at #gamescom is "can you test [Insert Game Title] with OBS Studio?" from developers, publishers, and creators alike.
The short answer is βOf course we canβ. However, there's a huge "but" that any reviewer, for games or tech, will be the first to tell you.
There are so many permutations of setups , generations of components, and other hardware to account for; it just wouldn't be feasible for us to be a good litmus test for how well a game functions alongside OBS.
Our core team is small, (only 4 full-time developers not including myself), so these tests would also take an exorbitant amount of our time. Time away from the project, PR reviews and of course working on new features for the community.
That being said, we still recognize that our input and how we would set things up if we were in your shoes is valuable. New and veteran creators alike. We hear you.
So we'll open those discussions with the right channels with publishers, developers, and any respective agency representatives to see how we can best navigate these waters if it becomes feasible for our team to tackle.
I'd also like to take this moment to thank you for making our first visit to gamescom a memorable one. We truly could not do this without you.
Be kind to each other. π