Posts for Aktan

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antd wrote:
btw, i used Mister Epic's encode for my previous post
Do you mean the YouTube converted encode? If so, the problems of 30 FPS and messed up VFR still exist.
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There is a misunderstanding as to what Noob Irdoh said about not encoding. Basically, DarkKobold notified Noob Irdoh that I was doing an encode already, and his services were not needed. It wasn't DarkKobold not wanting an official encode. Though it looks like antd beat me to it, since I've been slacking (thought it's in progress now).
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Glitcher wrote:
Any chance we'll see an MKV of this any time soon?
I'm about to start working on it. It will take a little while though.
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That's a reasonable explanation on Bisqwit's findings, rhebus! Thanks for the information.
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Slowking wrote:
I looked at a lot of comparisons by now and you really can't see any difference at all. I dare everyone here to pick out the YUV picture in a blind test. Btw. if you are not going to upload 300GB you'll have to convert it to YUV color space sooner or later anyay, so you might as well get it over with. Not that the elitist would listen to reason, though...
I think you should look again. I really doubt anyone here would not see a difference in some of the examples. It is true that eventually, unfortunately, that there is a conversion to YV12 (converting to YUV itself doesn't mean color loss). As mention in the other thread, it's just for choices really, but of course it is really up to the encoder. Anyway, your last statement makes it sound like you're trolling, so I guess I'll stop feeding the troll.
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Bisqwit, very nicely done post. While I respect your suggestion that it is more likely to have a better output with point re-sampling, I can't help to think that if we all used point re-sampling, we would see problems like we saw in the three point re-sample to YV12 of Sonic. Since, as you know, point just takes 1 pixel for color out of the 4 pixels in a 2x2 pixel block, what was shown in the Sonic pictures can really happen often in pixel art.
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Warp wrote:
Doesn't H.264 always perform the yuv transformation before encoding, regardless of which compression method is used? Wouldn't that mean that the above artifact would be shown in a regular published encode as well? Does it?
It all depends on the encoder on how they choose to re-sample to YUV (whether they know it or not). The fact you are capturing to lossless H.264 basically means you let the converter in the encoder choose whatever it wants. LUCKLY it doesn't choose to re-sample the fastest way possible which is using Point re-sample. If it did, it would show up in the publish Sonic 3 encode. The point of a RGB raw is that the encoder will then have a choice to choose a re-sample to the encoder's liking. For example, I rather choose Lanczos re-sample, while other people might like a different one (Bisqwit actually prefers the Point re-sample for Lunar Ball though I doubt he'd prefer it for Sonic =D). Another reason is that the encoder would have more flexibility to do whatever he needs on the encode. That might be adding a middle border in DS games, etc. The main thing is, the conversion to YUV should be done last, just before your final output. Not at the source level. You can feed x264 a YV12 stream, and it won't do another YV12 conversion.
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Warp wrote:
I don't know if it's just me, my monitor, or a combination, but I just can't see a visible difference between the images, even when zoomed.
Check the sonic ones =D
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Derakon wrote:
What you should do to compare is open one image in its own window, and then a second image in that window, and flip back and forth between them. The differences are subtle enough that you can't easily see them in Aktan's post, but they're there.
Here is sonic which really shows it better. Same order as before:
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Bisqwit wrote:
Your image is scaled-down and thus irrelevant.
It is also all 1 image, making it hard to compare at full screen.
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Scepheo wrote:
Honestly, I don't see any difference. At all.
Yea I forgot to mention, view them in full screen to see it better. =p
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Warp wrote:
Everybody complains that H.264 loses color information ("loooot of color" information). Yet I have never seen an actual example of this. Could someone make a short encode of the beginning of the run in both raw RGB and lossless H.264, take a snapshot from the same frame and put them side-by-side so that we can see some actual evidence of this "huge" color information loss?
As this is offtopic, I made a new topic of it here: http://tasvideos.org/forum/viewtopic.php?p=243052#243052
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Since Warp asked for this, here goes. This is samples from when we were discussing in the IRC channel the different ways one can re-sample the color when it is lost. I'll do it in order and then explain all of them: From top to bottom: Original RGB Convert to YV12 with Lanczos Re-sample and then convert back to RGB with Lanzos Re-sample Convert to YV12 with Lanczos Re-sample and then convert back to RGB with Point Re-sample Convert to YV12 with Lanczos Re-sample and then convert back to RGB with Windows Default (My GPU?) Re-sample Convert to YV12 with Point Re-sample and then convert back to RGB with Lanzos Re-sample Convert to YV12 with Point Re-sample and then convert back to RGB with Point Re-sample Convert to YV12 with Point Re-sample and then convert back to RGB with Windows Default (My GPU?) Re-sample Now the reason why there is a conversion back to RGB is because our displays output only in RGB, so the conversion is automatically done regardless, but I have a way to force a method, hence why I do it to show a difference. Note: View each picture in full screen to see it better.
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Slowking wrote:
Uhm it's lossless. So why would you lose color? Edit: Btw. I also have an audio problem in my encode. Talking with Aktan at the moment. Really interested how he got around that.
I explained to Slowking on IRC, and now he understands (I hope).
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Slowking wrote:
You just have to work with h264 lossless. Takes a little loger than RGB to encode, but saves you a loooooooooot of space. I now have a 1080P lossless encode of the whole TAS that is only 18GB big. I intend to upload it to youtube this way if swordless let's me. (god bless fast University internet)
Not only save a lot of space, but also lose a looooot of color! =p Yea I figured it was something like that. Oh well, lossless H.264 is NOT an option.
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mklip2001 wrote:
I finally got a chance to sit down and watch this. Somehow, glN64 always runs too slowly on my machine, but Direct64 ALPHA worked.
Just curious, did fog work for you in Direct64? A reason why I didn't use it for the YT encode was because fog didn't work.
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Slowking wrote:
Btw. why a terabyte hardrive? Only takes about 30GB.
My raw for the YT encode is over 40 GB, so I have no idea how did you get it to only 30 GB. If I go even higher in resolution, it be over 100 GB.
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Warp wrote:
Btw, why are 320x240 and 1280x960 the only available options? There are many usable resolutions in-between those two, such as a good compromise of 800x600, which is relatively high-res but still playable even with older computers.
Due to pixel art, it is best to have it in multiples of 320x240, so 800x600 won't be an option, but 640x480 is and 960x720 is another (abit weird). I also don't know how to fix the poll to add more options.
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So I need help in deciding the resolution, so I've created this poll: http://tasvideos.org/forum/viewtopic.php?p=242786#242786
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I need a bit of help deciding on what resolution. So here is this poll. I forgot to mention that the bigger the resolution, the bigger the file. While I have no idea how big a 1920x1440 file is, I'm sure it be quite large... I also forgot to mention that it is harder on the CPU at high resolutions like 1920x1440, but I think you know that already =p Another thing I should mention is that there are graphical errors on higher resolutions, like lines in the middle of textures. I guess you can tell that I prefer native resolution, huh? Example graphical error: http://img443.imageshack.us/img443/7716/77151263.png
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Cool, you've verified it =)
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OmnipotentEntity wrote:
moreover, I was under the impression that H.264 lossless still sent every block through a DCT to compress it, if that's the case then it's as lossless as a full quality .jpg
I don't think so. I think H.264 lossless is truly lossless in the YV12 colorspace (for x264 that is)
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C0DE RED wrote:
Though they did up the limit and provide HD support, something tells me they're still not good at achieving 60 frames/sec playback. They don't have the software that we got as individuals: VLC.
YT can support 60 fps playback, just they don't allow it/convert to it. YT playback is really flash playback and all you really see is just the frontend. 60 fps and even 120 fps is possible as shown by archive streaming.