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Both the game and FaceRig are using DirectX. That framework has the inherent problem that it ceases / slows down rendering within other applications if one of the applications is in full-screen. Since FaceRig is almost ALL rendering, it near-crashes, until you de-fullscreen the game.
Unless the Developers of DirectX (aka Microsoft) do something about this, neither FaceRig-, OBS- nor the game-developers can do anything about this.
One question though: is your game a DirectX 9 or 11 game?
I believe to remember that FaceRig is mainly DX9, so maybe if the game is DX11 they work together? (Not one of the devs and haven't tried it myself, just something that popped up in my head)
The current fallback ( until we get the resources needed to invest in an alternate render path) is to simply use the game in windowed mode instead of full screen mode. If you set the window size just right it shouldn't be a noticeable difference in how you experience the game. Is not ideal we agree, but also is not a huge sacrifice :).
It work perfectly.
So it can technically work without any work on Microsoft side, it's just how you render the broadcast thing inside FaceRig!
Did you then already test it out with something like BF4 or another DirectX11 game in full-screen then? Cause I personally think it will then still not work, since it still has to render from FaceRig to webcammax, so you didn't change anything, you just added an extra step.