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::Surprisingly, FCE does work fine with animated GIFs as "video" (once I adjust the speed of the clip). Not crazy about the dithering, but in some shots it may not be that noticeable. Oh, geyser, if your PC is not as hosed by OTA as Macs are, can you record some more OTA footage? I like the way Ed did it, where he was observing, not controlling Konoko. --[[User:Iritscen|Iritscen]] 17:38, 23 August 2008 (CEST) | ::Surprisingly, FCE does work fine with animated GIFs as "video" (once I adjust the speed of the clip). Not crazy about the dithering, but in some shots it may not be that noticeable. Oh, geyser, if your PC is not as hosed by OTA as Macs are, can you record some more OTA footage? I like the way Ed did it, where he was observing, not controlling Konoko. --[[User:Iritscen|Iritscen]] 17:38, 23 August 2008 (CEST) | ||
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::Ignore the GIF above, it was just a first test before trying to encode actual video. [http://geyser.oni2.net/edition/trailer/ota_test HERE] is a new test sequence: captured BMP, lossless Lagarith AVI (Lagarith is the follow-up to huffYUV) and Xvid with default settings. I certainly hope the Xvid is good enough for you, 'scen. Note that the previous sequence was accidentally recorded in 16-bit color; for this one I switched back to 32-bit. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST) | ::Ignore the GIF above, it was just a first test before trying to encode actual video. [http://geyser.oni2.net/edition/trailer/ota_test/ HERE] is a new test sequence: captured BMP, lossless Lagarith AVI (Lagarith is the follow-up to huffYUV) and Xvid with default settings. I certainly hope the Xvid is good enough for you, 'scen. Note that the previous sequence was accidentally recorded in 16-bit color; for this one I switched back to 32-bit. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST) | ||
::The setting is co_display=0 and draw_every_frame_multiple=3. The latter effectively makes Oni record 1 game tick out of 3, i.e., a stable 20-frames-per-game-second. I have anisotropic filtering and mip-map level cranked way up, but not Oni's character LOD (I could do that, since apparent lag does not affect the rate of the capture). Also, antialiasing doesn't seem to work in windowed mode. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST) | ::The setting is co_display=0 and draw_every_frame_multiple=3. The latter effectively makes Oni record 1 game tick out of 3, i.e., a stable 20-frames-per-game-second. I have anisotropic filtering and mip-map level cranked way up, but not Oni's character LOD (I could do that, since apparent lag does not affect the rate of the capture). Also, antialiasing doesn't seem to work in windowed mode. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST) | ||
::As for your (or whoever's) rigs being "hosed" by OTA, Ctrl+Shift+L is a universal workaround, even in the absence of BSL access to draw_every_frame_multiple. With the default settings, Ctrl+Shift+L allows you to render and capture every one of Oni's 60 Hz game ticks. The resulting lag (if any): 1) has no impact on the recorded footage; 2) has the appearance of a smooth slow-motion effect - the slowdown may be confusing and tedious, but the game stays totally controllable, even ''all the more'' controllable as it's basically a "smart" variant of carousel (the more stuff is going on, the slower the pacing). Provided you have enough disk space, you can thus record perfectly at 60-frames-per-game-second, and then it's up to you to decimate and reindex the frames. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST) | ::As for your (or whoever's) rigs being "hosed" by OTA, Ctrl+Shift+L is a universal workaround, even in the absence of BSL access to draw_every_frame_multiple. With the default settings, Ctrl+Shift+L allows you to render and capture every one of Oni's 60 Hz game ticks. The resulting lag (if any): 1) has no impact on the recorded footage; 2) has the appearance of a smooth slow-motion effect - the slowdown may be confusing and tedious, but the game stays totally controllable, even ''all the more'' controllable as it's basically a "smart" variant of carousel (the more stuff is going on, the slower the pacing). Provided you have enough disk space, you can thus record perfectly at 60-frames-per-game-second, and then it's up to you to decimate and reindex the frames. --[[User:Geyser|geyser]] 19:30, 23 August 2008 (CEST) |