The Virtual Camera is a feature of OBS Studio that allows you to share your OBS Studio scene with any applications that can make use of a webcam, such as Zoom, Skype, Discord, etc. This feature is particularly useful for applications that cannot capture the screen directly.
To start the virtual camera, click Start Virtual Camera in the Controls dock. To stop the virtual camera, click the same button again (which will be labelled Stop Virtual Camera).
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This does indeed give me a "Start Virtual Camera" button on OBS Studio. When I click it, I am prompted for a password. And that's it. Nothing else happens. The button still says "Start Virtual Camera" (it should change to "Stop Virtual Camera"). And no virtual camera is detected by Firefox, Zoom, or Cheese.
You will get a message about 'Configuring Secure Boot', which offersyou the opportunity to create a key for this module. Read carefullyand continue with tab(s) and an enter. Set the key/password and reboot.
It turned out that disabling secure boot allowed modprobe to get the virtual camera to work. There may be another way to work this without disabling secure boot, but that worked for me. is the guide to disabling secure boot.
I also added some packages at the end to be sure no v4l2loopback package is left behind.In the case you don't have OBS installed with flatpak, just make sure these packages are installed and up to date:
The problem is you're missing the v4l2 library, or Video4Linux2. But you can't install v4l2, because you're missing the kernel headers for your linux version. Now if you're like me you're wondering, shouldn't something called "kernel headers" come preinstalled? That is a great question. I don't know the answer.
I'm on the latest 4369, and since I installed this driver, I cannot use Intel's Virtual Camera. As soon as I do anything in the Camera tab, I'm having the "The camera is currently in use" error, as well as the "An error occurred while trying to modify (whatever I do in the Camera tab, like changing source)"
I already just did a DDU, and please do not tell me to get out of Windows Insider, first I'm already in the queue to get out of it, and other people being on the stable release are getting this issue as well. I am absolutely sick of all the errors and issues I'm having with my Arc since I have it, I just want to use it without having to mind what to do to fix this or that issue
Please note that when using an Insider Preview Windows build the issue has to be reported to Microsoft first due to the instability these builds can cause, however, this one seems to be more of a general issue since more users are reporting the problem and we would definitely like to further research it.
Thank you for posting. Please create a log file with the Intel System Support Utility and share it with us to get more information on the hardware you are using. As well, please share a short video or instruction to replicate the issue, one post will suffice so if another community member provides the information first there is no need to share more videos
Hey, I'm not an Intel employee, but I can tell you this : You have to save it and link it here in your response in the forums, not upload it directly with the tool. I believe that the "Upload" feature has been deprecated, but they didn't bother removing it from the tool
Same issue.
Intel Arc Control is one of the buggiest software I have ever had the displeasure of using. And this is not an exaggeration.
I use the Virtual Camera constantly to use the Blur Background effect. When it works, it works fine. But it is extremely finicky. Every time I put my PC to sleep or hibernate, I have to restart the application. Ok, I can handle that. Not a good look though for a behemoth like Intel with an army of programmers.
The icing on this rotten cake is 4369 is completely broken. It cannot use my external Logitech camera since it errors out with "something went wrong when trying to set camera source" and "camera is currently being used by another app". My internal camera is not working either via Arc. As of now, I am dead-in-the-water. I have tried a bunch of remedies to no avail.
For such a foundational software like the graphics driver, this is not acceptable.
BTW, the Windows camera app works fine. I can switch between my built-in camera and my external Logitech USB camera with no issues so the problem lies in the Intel Arc software/drivers.
/rant
We want to let you all know that we have replicated this issue and it has been assigned to our dev team who are currently investigating and working on it to come up with a fix for it. At the moment there is no estimated time or specific date for the fix to come up but if you want to check the status later on you can reference the Bug ID 18029053924.
Intel does not verify all solutions, including but not limited to any file transfers that may appear in this community. Accordingly, Intel disclaims all express and implied warranties, including without limitation, the implied warranties of merchantability, fitness for a particular purpose, and non-infringement, as well as any warranty arising from course of performance, course of dealing, or usage in trade.
I reckon that NDI setting itself as main camera may be an issue I should bring in another forum altogether, but I tried opening Whatsapp on Firefox and although NDI still appears as first option, I can pick which camera I want to use from the camera icon in the search bar.
So far I have been achieving this by flipping each input source individually in my scenes. This is extremely tedious especially since I go back and forth between apps that need my virtual cam flipped or not.
Instead of flipping every source individually it would make sense to just have an option to flip the virtual camera. I don't seem to see any settings for this (mac), but I have seen youtube videos of folks on PCs that seem to have this option (image below) to flip the entire virtual camera. Thier settings are under tools > virtual cam or something like this.
I need to create a virtual webcam that poses as a webcam, but takes as input a set of images that it plays. I have seen solutions like ManyCam, and Fake Webcam, but they all seem to one limitation or the other (resolution, max file size, fps etc.) I am working on Windows XP SP3.
I understand that I have to write a WIA interface for this task, but being a Python programmer, I have never written drivers or interfaces to devices. What are the main tasks in writing this interface ? What would the flow look like ?
You need to write DirectShow filter which is a COM server that implements an IPin, IAMStreamConfig and IKsPropertySet interfaces. For the IPin part you'd better to start by inheriting the CSourceStream class, for that you need to get the Windows SDK, having the SDK installed there would be a DirectShow Base Classes sources in samples\multimedia\directshow folder, there you'll find the CSourceStream (among many others). DllRegisterServer function of the COM server should register your filter within CLSID_VideoInputDeviceCategory category using filter mapper.
Recently I downloaded OBS to enable me to switch between multiple camera angles, and I have managed to get all of the inputs set up. Everything works fine with other programs such as zoom, google meet and skype but not teams.
I can set the camera input to obs virtual cam, and on the preview screen everything is fine, but the other people in the meeting cannot see anything and it looks like my camera is off. Is there a solution to this problem?
To my knowledge, Microsoft announced last year that present versions of the Microsoft Teams application do not support virtual cameras. Their proposed solution is to access MS Teams via the Google Chrome browser, not through the Teams application.
It recognises the virtual camera, but it only grabs a still image and when I join the meeting, it shows that still image in the "preview" size, and the rest of the video screen is blank, meaning I can't see any other attendees or anything else until I stop my video in Teams.
I don't think that there is a good solution for the new Teams.There are other reports about problems with it, so that yoursis just one more. It looks like a productwhich is better to avoid for the moment, staying with theold Teams for as long as possible (or necessary).
I expect for the camera to follow the character, more or less maintaining the relative position and orientation I had set for it. (ie. more or less as if the camera object was parented to it, but smoother.)
If I use the Cinemachine Free Look camera, this is basically how it works, except that it only deals with following and I have to maintain the orientation manually with the mouse. But if I use Cinemachine Virtual Camera, because I don't want to deal with the free look part of it, for some bizarre reason it locks the position of the GameObject containing the camera to (0, 0, 0)! And I don't just mean it moves it there; it's stuck there! If I go into the Inspector and change the position at runtime, it instantly changes back to (0, 0, 0).
When you add a Virtual Camera on a scene, its Body property is set to Transposer and its Aim property is set to Composer. Body property determines how to follow the object in terms of world positions when you add a Transform to Follow variable and Aim property determines the rotation of the camera.
If you want a 3rd Person like follower camera for your object, you can use Virtual Camera and set Body property and Aim property to Transposer & Hard Look At, respectively. When these properties is set, your objects Transform has to be assigned to the Follow & Look At variables.
Recent work using Blue Iris streams for tiles has taken me into an odd discovery. I've no idea what that value is, but it's been fun!
I was able to make 'virtual' cameras - basically a black screen but using a Live Overlay which would allow me to set wget snippets saved into Local folder as items.
Today, I was able to stream a desktop of a computer screen as a camera feed into BlueIris. In turn, I can now place that camera stream as a tile. I can also now call Alexa to 'show [machinename]' which displays as a camera feed on any Alexa device.