gramps fbc8562cf4 perf(capture): slice 8 — buffer ring + paste-cache Epoch; gen2 visibility (take-11 spikes)
Take 11 (c10ce06c) validated the off-UI architecture: typical frames land
work ~10ms + wait ~6.8ms = 16.7 exactly on the deadline; 212/300 best yet.
The ENTIRE remaining gap is periodic 35-65ms render spikes that WORSENED
across the take (189 -> 147) — the signature of gen2 GC pauses. Biggest
churner is structural: the screen capture minted a fresh ~8.3MB byte[] per
DWM frame (~500MB/s of LOH), a producer OBS never does (it owns fixed
surface pools).

- ScreenCaptureFrameSource: 4-deep buffer ring with size-matched slots (a
  <=17ms consumer cannot be lapped at 60Hz) + reused downscale row scratch.
- VideoFrame.Epoch: monotonic per producer frame. The paste cache keys on
  array IDENTITY, so recycled arrays MUST be distinguished — epoch joins the
  PasteKey. Producers handing fresh arrays leave it 0 (key unchanged effect).
- Stats print 'gen2 +N' per 5s window: next take acquits or convicts GC
  without another guess (rule: prove the stage).
- Test (the ONE): PasteCache_RecycledArrayWithNewEpoch_ReRasterizes_NotStaleHits
  — same array, new content, bumped epoch; fails on the old key by
  construction. 37/37 compositor/pump, clean build.
- Next suspect if gen2 stays hot: the 10Hz WebView2 capture (full-canvas PNG
  decode + fresh arrays on the UI thread) — recorded, untouched.

Creator audio ask queued in the same working session (+40% post-mix master
gain before the -1dBFS limiter) lands as its own commit next.
2026-09-04 12:36:14 -07:00

ytLlive

LlamaCasty — livestream smarter

A creator-proof live-streaming and recording app for YouTube — native Windows (C# / WPF / .NET 8).

Screenshot

ytLlive — main window with scenes, sources, and live preview

Design Principle

This software is so intuitive that even the most right-brained person can easily intuit and use it.

Every feature is measured against this. One-click go-live, sane YouTube defaults, visual scene building, and no dead ends — every action has a visible outcome.

Why ytLlive

OBS treats YouTube as an afterthought; SLOBS is Twitch-first with YouTube bolted on. ytLlive is designed and dedicated to YouTube livestreaming and recording, and to YouTube's specific quirks.

Account Assumption

ytLlive assumes you already have a YouTube creator account — connecting uses "Sign in with Google" to link that existing account. ytLlive does not create accounts. If you don't have a YouTube channel yet, set one up on YouTube first, then connect it here.

Audio Assumption

ytLlive uses your default microphone and desktop/game output — it never hunts for a device or contends for one. It assumes your audio is already configured and working (default input and output set, not hijacked by another app). Audio issues are a Windows/device matter outside ytLlive's scope: we don't debug, detect, or try to fix them. If it doesn't sound right, fix the system's audio settings first — it's on the OS, not on us.

Run

dotnet build   # Windows only — WPF
dotnet run

Version Roadmap

v1 is the finished product (creator ruling, 2026-09-01 — there are no v1.x releases). Everything still queueing lands in v1; anything not on the feature list is on the closed "Out of product — permanently" list in TASKS.md — read that page before asking for a feature.

What v1 ships: the five-scene director's control surface, webcam + screen capture, media + web + text sources, chat on-stream, the social bar, mic/desktop audio with auto-duck and TRAX, local recording, variable quality tiers with auto step-down, one-click go-live + scheduling, stream resilience (auto-reconnect inside YouTube's grace, one-click back on air), built-in monetization awareness (reward capture, session reports, YPP journey tracker), Alerts — all free and ungated; the subscription only removes the branding flash.

Structure

Path Role
Models/ Scene, Source, WebcamSceneConfig, SceneElement, SceneCatalog, QualityOption, StreamConfig/Health, chat, Socials, BroadcastMetadata, Music, MicStatus
ViewModels/ MainViewModel (partial classes per area) + dialogs: GoLive, CameraPicker, MicPicker, HotkeyConfig, Socials, LiveBroadcastForm
Services/ YouTube (OAuth, streams/broadcasts, chat polling), LayoutStore (SQLite), capture (camera/screen-capture/media-file via FFmpeg), SceneCompositor + FramePump, FFmpeg encoder + RTMP, audio pipeline (WASAPI loopback + mic, mixer, filters, ducker, limiter, TRAX), SocialValidator, notifications, hotkeys, SceneGraph, ChatOverlayLayer
Helpers/ ViewModelBase, RelayCommand, ImageCache, AppLog, TokenStore (DPAPI), OAuthCredentials, converters
Themes/ Controls.xaml — the dark-theme control styles, merged once in App.xaml
MainWindow.xaml Dark-theme control surface: thumbnails + central preview, two-state left panel (layers/properties ↔ live chat), top bar, footer
Distribution.md GA-time plan: signing, installer, EULA, hardening — executed as TASK 36

Docs (memory map)

schema.md defines the conventions; ai.md is the AI/session guide; TASKS.md is the task queue. Each code directory carries an index.md.

S
Description
Creator-proof live-streaming and recording app for YouTube — native Windows (C# / WPF / .NET 8). One-click go-live, visual scene building.
Readme 39 MiB
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