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I guess it's the game engine's fault.
Streaming at fullscreen and lower discord fps have a chance to fix the problem. It depends on unknown reason.
I don't know which game engine is used, but it looks like V-sync should fix this problem as it looks like a refresh issue to me, maybe you should try to implement it?
That sounds likely.
I'll give it a try.
btw
What does the game look like when it flickers?
Some shapes missing or turn black or missing part of it?
Only your friends see it flickering, or including yourself?
for me, its everything within the gameplay box flashing to black and people watching see it as normal.
No matter I turn it on or off, it still flickers as usual.
I streamed it desite the flickering for a friend. I closed the game after some time (about 1-2 hours) and the flickering persisted on the monitor.
The flickering persisted even after a restart.
I am hoping that the issue resolves itself after a few hours...
But just a heads up to be careful, when streaming with flickering.
Edit: The flickering is just in the area that the game was shown at. Not the whole monitor.
But I'll be more careful in the future.
Edit: Flickering is fully gone now.
Games often use a certain optimization technique: you check if the GL texture is already bound before calling glBindTexture, and if it's the same texture, the call is skipped to save on OpenGL calls.
That optimization turned out to be the culprit, and disabling it fixed the problem completely.
https://github.com/TeamHypersomnia/Hypersomnia/commit/99de1cc851d33915eacb3b6166397008d296fad2
My hypothesis is that Discord streaming and Steam overlay happen to make their own calls to glBindTexture in-between frames, and the CPU-side identifier simply becomes out of sync.
I also took care to call glBindTexture as well as re-bind the current OpenGL context with wglMakeCurrent right before every call to glTexImage2D.