Started at the same time as the Tails run, and worked on at the same time as its twin run, this run has been years in the making. Like the Tails run, a disassembly of the game was used in order to squeeze the most of every trick. This run saves 03:00.45 in real time over its predecessor, 02:43.81 of which is saved in in-game time. Every single level has been improved from the previous run, and none of Nitsuja's or Upthorn's input survived.
Note that the rerecord count is an estimate.
Emulator used: Gens 11 svn 351 + S3KCamhack + SolidityViewer + (partial)HitboxDisplay + LUA HUD for Genesis Sonic games

Game objectives

  • Ignores delays caused by bonus effects
  • Aims for fastest (primarily in-game) time
  • Takes Damage to save time
  • Abuses death
  • Abuses programming errors
  • Counts time spent dying
  • Manipulates luck
  • Has one speed/entertainment trade-off.

Comments

General Comments

Note: Comments by Marzo.
This run was made with constant reference to the disassembly available at Sonic Retro. This disassembly was used to determine the exact positions where the camera locks, how bosses and badniks behave, how several glitches work, and so forth. All this information is being collected and revised, and will be released in the future.

In-Game Time Table

ActTime[1]Previous[1]Change
Angel Island 10:35::550:38::45-170
Angel Island 21:14::531:16::23-90
Hydrocity 10:18::370:30::26-709
Hydrocity 20:21::580:23::37-99
Marble Garden 10:50::560:29::291287
Marble Garden 20:03::240:35::36-1932
Carnival Night 10:32::280:34::50-142
Carnival Night 20:40::220:41::41-79
IceCap 10:59::061:00::14-68
IceCap 20:00::430:00::44-1
Launch Base 10:27::520:31::55-243
Launch Base 20:25::500:26::26-36
Mushroom Hill 10:32::270:32::50-23
Mushroom Hill 20:32::500:34::05-75
Flying Battery 10:42::490:56::16-807
Flying Battery 21:06::131:11::21-308
Sandopolis 11:10::131:39::16-1743
Sandopolis 20:57::191:09::47-748
Lava Reef 10:48::481:03::23-875
Lava Reef 20:20::530:21::40-47
Hidden Palace0:16::360:17::27-51
Sky Sanctuary0:52::130:52::25-12
Death Egg 10:57::281:04::03-395
Death Egg 21:37::152:18::06-2451
Total17:02::0519:45::41-9816

In-game time lost to deaths

ActTime[1]Previous[1]Change
Hydrocity 20:05::210:05::210

Cut-scenes

ActTime[1]Previous[1]Change
Launch Base 20:29::360:29::351
[1] The value after the final colon pair indicates the in-game frame counter, and is restricted to the 0-59 range. It is updated every frame (except during lag frames), and increments the in-game second when resetting to zero.

Level-by-Levels comments

Here we mostly only mention what's not obviously clear when watching the run, each other situation pretty much speaks for itself or has been used in earlier TASes of this game.

Angel Island 1

I had already improved the start a lot; Aglar went in and took it even further. It is possible to perform the loop zip on the second loop too, it is useless without a lightning shield; Knuckles or Hyper Sonic can also make it. Delaying a bit after the scenery burns down lets me bounce off the spring on the top and lets me carry on more speed

Angel Island 2

Improved precision and a different route to the switch.

Hydrocity 1

A 2-player variation of the stair clip is used here, which in this case was much harder to execute as the object that stops the horizontal movement resides quite far from the edge of the terrain. The quick death for the next act was setup at no cost thanks to Tails.

Hydrocity 2

Better camera management for the level wrap, plus a new way of getting into the boss arena that allows a frame-perfect kill.

Marble Garden

Tails moves as in the Tails run, carries Sonic along. When landing, Tails touches down 1 frame before Sonic, so the flight timer is not set and allows Tails to pickup Sonic right away later. First lightning shield is skipped, the second one is picked up with no cost in time. Improved precision carries the rest, with a surprise twist: Nineko's trick with solo Sonic or Knuckles of doing both acts at once can actually be done as Sonic + Tails. The condition for it to work is that Tails must be off-screen at one specific frame; this is not normally possible if you don't know the condition, which was figured out through the disassembly. The pattern at score tally minimizes the number of lag frames.
By the way, I was a bit sad about finding this trick: it is possible to use the route from the Tails TAS in act 2 and hit the boss above the ceiling; Sonic and Tails can deliver all 8 hits this way, but it ends up being a lot slower.

Carnival Night 1

Scrolling a barrel and a set of spikes off-screen, then being dropped through them by Tails leads to a faster level wrap. Entering the wall at the boss allows zipping out at at the right time, allowing for a nearly frame-perfect kill -- it is theoretically possible to beat the boss 4 frames faster, but Sonic simply can't move fast enough for it. The original version of the ground entrance was by DMTM and used a bubble shield; I proved it was possible to do it without the shield.

Carnival Night 2

Zip from the start, better precision and better camera management.

IceCap

Better precision all the way. 43 frames of "act 2" after the boss are now accounted; previous runs did not count this time, which made them 44 frames shorter in in-game time than they actually were.

Launch Base 1

Based on the Tails trick and on the Mushroom Hill 1 door, this trick is almost as old as the version with Tails. Better boss fight, together with extra setup for death right after signpost stops, allows skipping the score tally entirely.

Launch Base 2

Better boss fight from lodging Sonic inside the pipe. Unfortunately, it is not possible to speed up the transition, and it got longer by 1 frame.
Warning: If you watch this level with a camera hack, be sure to get the latest version of the S3KCamhack in the thread, or Gens will hang.

Mushroom Hill 1

It is theoretically possible to use Tails to enter terrain right at the start of the level, before the Knuckles cut-scene, and level wrap right away; but this does not work, and Sonic is teleported back to watch the cut-scene. And while he will still be on terrain and be able to zip right away, it ends up being slower overall. Anyway: improved ground entrance.
Warning: If you watch this level with a camera hack, be sure to get the latest version of the S3KCamhack in the thread, or Gens will hang.

Mushroom Hill 2

Improved precision, better management of Tails.

Flying Battery 1

Tee-N-Tee's new zip for Tails can be used here, but it is slightly slower than this.

Flying Battery 2

Used the boss of the previous act to gain slope glitch, and bounced the signpost to obtain a lightning shield. The latter is crucial for this route, as Tails cannot follow Sonic on this route: CPU Tails despawns when off-screen with slope glitch. The speed of climbing at the end is irrelevant as long as you don't die.

Sandopolis 1

Yes, as it turns out, this zip is possible for Sonic -- it requires entering it at perfect pixel position with near zero speed. I had previously tried only with positions attainable within the wall (trying all subpixels), and thought it was impossible; Aglar proved me wrong. The needed flame shield was nabbed after the boss, and used to setup object positions on next act.

Sandopolis 2

Several new ground entrances, and improved precision throughout. One frame is wasted between two hits on the boss to save 30 from glitching his invulnerability counter.

Lava Reef 1

The Tails route can't be followed by Sonic, so we had to improvise a bit. The two characters can then team up to descend faster and setup a zip left, which locks the screen further left for the cut-scene. The idea of going through the drill came about by watching Amy do it in WST's TAS.

Lava Reef 2

Level wrap is now perfect: using spindashes to keep camera as far right as possible while zipping left, then using a flame dash to nullify the camera lock right after the level wrap.

Hidden Palace

Improved precision up to the teleporter. It is possible to gain 1 frame more up to it, but the teleporter is the one object in S3&K that has a 4-frame frame-rule. Glitched the boss even more, so Knuckles is down before his music starts... and then broke the level.

Sky Sanctuary

Replayed the level entirely, and managed to gain 3 cycles of the teleporter's 4-frame frame-rule.

Death Egg 1

9 frames were gained in the first frame of input in the level. The Tails zip at the start seems impossible; so improved precision and a couple new zips carried the day. Ditched the lightning shield for invulnerability frames, in order to get a frame-perfect kill at the boss. Used Orkal's trick to break the level transition and die with the timer stopped.

Death Egg 2

Level wrap by gamble5688, with lightning shield by DMTM.

Other comments

Thanks goes to Nitsuja and Upthorn for their Sonic runs;
to Orkal for his glitch videos;
to HHS for his explanation of the Angel Island/Hydrocity transition glitches;
to mike89 for his blooper videos;
to HDL for his general awesomeness at this game;
to the folks at SonicRetro involved in the making of the S3&K disassembly.

Potential improvements

There is a small pause at the end of Sky Sanctuary to manipulate Red Eye; if he were to be replayed, as well Death Ball in act 2, this pause could be removed to save 3 frames.

feos: Accepting as a (notable) improvement over the existing run. To whoever would publish it: this run would need a camhacked copy of each encode (WFIW).
Spikestuff: ...SEGA...


Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
You're fools.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Elaborate?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Samsara
She/They
Senior Judge, Site Admin, Expert player (2241)
Joined: 11/13/2006
Posts: 2823
Location: Northern California
We really, really need to watch walls fly by in glorious 60fps, our watching of walls fly by is absolutely ruined otherwise. We're just missing so much in the way of walls flying by! All the encoders are fools if we can't watch every goddamn pixel of every wall fly by!!!
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Perhaps the 60fps encode that I uploaded to YouTube that runs at a perfect 60fps framerate without any flickering problems whatsoever on a modern computer that has no problems processing the 720p60 and 1080p60 modes at the full framerate?? If you guys are seeing sub-60fps problems on YouTube's 720p60and 1080p60, it's probably because your computers are not exactly strong enough to decode the videos at the full framerate. This is not helped by the fact that 480p and below are still capped at 30fps. And that modes above 1080p also do not support 60fps modes. But to have the gall to claim that the mode outright doesn't actually run at 60fps is, quite frankly, insulting. You should know that I know what I am talking about. You should know that I wouldn't have undertaken in this exchange if I wasn't extremely confused by your actions, and more than willing to show evidence that a full framerate video is possible. People are afraid to complain to you guys. I mean, hell, I'm afraid to complain. The complaint about the lower framerate was external to TASVideos, on a forum thread on Sonic Retro. I essentially took the complaint as a request to supply a superior product to what you guys were supplying. This is why I am so confused. That you would supply an inferior product for no real reason whatsoever. Yes, I know TASVideos is a bureaucratic mess. I've been there, done that. Yes, fine, I might've been a bit of a fool in my younger years, but most people learn with age. And I would not be feeling so, I don't know... confused. This has got me all incredibly unnerved. I care immensely about the viewer experience, and I care very much about the TAS artform. Never assume for a second that I don't. But I see the viewer experience being impacted in a significant way for no real reason, and it actually hurts me. I know y'all gonna have a chat about this post in the dungeon, and I know the likely result of action on how to handle this post will likely be far away from my own personal approval. But, dammit, I gotta do something.
Guga
He/Him
Joined: 1/17/2012
Posts: 838
Location: Chile
It comes to my mind that the usual TAS viewer doesn't really have the computer power to run 720p and most unlikely 1080p, so it's not reliable when not all users will watch it with those modes on. Even myself watch the YouTube videos at 480p because higher than that slows down my PC, hahaha. EDIT: feos doesn't represent the thinking of the publishers of TASVideos as whole. He is just saying what he thinks, not what everyone thinks.
Joined: 2/3/2013
Posts: 320
Location: Germany
feos wrote:
Flygon wrote:
Someone complained that the official upload isn't 60fps, so I decided to completely stuff up my own encode in such a way that it still somehow caps at 1080p. 'course, since the 60fps mode feature seems to cap at 1080p anyway, I've done my job.
60 fps on YouTube does nothing we might be interested in. It still can't deblink, so virtually it's the same 30 fps footage, just tweaked somehow.
What is that supposed to mean? You do realize that 60fps obsoletes the need for deblink in the first place, do you? In case you're referring to legacy users, there are full FPS and highly compatible encodes available on archive. While it is true, that as of now not everyone gets YT's 60fps, this is a browser-specific issue and will be resolved shortly (and permanently). The long-term benefit of starting to produce full FPS video outweighs the temporary "benefit" of legacy users getting to see deblinked instead of regular 30fps video. Granted, anyone that is aware and cares about that will resort to our encodes hosted on archive.org.
All syllogisms have three parts, therefore this is not a syllogism.
Joined: 11/4/2007
Posts: 1772
Location: Australia, Victoria
Guga wrote:
It comes to my mind that the usual TAS viewer doesn't really have the computer power to run 720p and most unlikely 1080p, so it's not reliable when not all users will watch it with those modes on. Even myself watch the YouTube videos at 480p because higher than that slows down my PC, hahaha.
While it is true that a fair few computers can struggle with the decoding speeds today, there is nothing preventing uploading both a deblinked encode and a full framerate encode to YouTube, until the point is hit down the line that over 93% of computers used can decode the videos at the full 60fps framerate. I myself tend to watch videos at just 480p on my primary computer due to speed issues. But the other computers regularly used by me personally can decode the videos at full speed. In part due to not being cluttered by me having 55 Chrome tabs open on them, probably.
EDIT: feos doesn't represent the thinking of the publishers of TASVideos as whole. He is just saying what he thinks, not what everyone thinks.
Understood. I admit I've been out of the loop, and had been lead to assume that feos is the de-facto lead publisher. I will note that RGamma sums up my thoughts quite nicely, incidentally. Anyway, time for me to mow the lawn.
Experienced player (691)
Joined: 11/23/2013
Posts: 2239
Location: Guatemala
I just want a published TAS to be encoded to YouTube on the official channel with a non pukin' quality (aka. 480p+). I just like the encodes from what they are.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Post subject: Re: Heya, IRC!
Joined: 3/11/2012
Posts: 149
Location: WI
feos wrote:
Flygon wrote:
Someone complained that the official upload isn't 60fps, so I decided to completely stuff up my own encode in such a way that it still somehow caps at 1080p. 'course, since the 60fps mode feature seems to cap at 1080p anyway, I've done my job.
60 fps on YouTube does nothing we might be interested in. It still can't deblink, so virtually it's the same 30 fps footage, just tweaked somehow.
Flygon's encode runs fine for me at 1080p60fps, and my machine is 7 years old. 60fps YouTube video just requires a video card capable of hardware decoding. The current published video isn't even de-blinked properly, you can't see anything when Sonic hits a boss. High speed games like this deserve 60fps encodes. If someone can't handle one now, they probably will be able to in a few years. I would prefer to see 60fps as well. Why not just offer both? Just wanted to add my opinion on this subject, since I watched the run and enjoyed it.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Wow, that drama. As I always take things, and as I said in another thread Flygon was super dramatic about, once there's a proof that something is actually better, we will agree that it's better. Now I only need to test once again what we see when 30 fps blinking is youtubed at 60 fps. Note: it must be not blinking stuff, it must look semi-transparent (the exact way it looked on TVs). Hold on. EDIT: Oh god, it wasn't not deblinked properly, it was not deblinked at all! Spike, what happened?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Joined: 2/3/2013
Posts: 320
Location: Germany
feos wrote:
Wow, that drama. As I always take things, and as I said in another thread Flygon was super dramatic about, once there's a proof that something is actually better, we will agree that it's better. Now I only need to test once again what we see when 30 fps blinking is youtubed at 60 fps. Note: it must be not blinking stuff, it must look semi-transparent (the exact way it looked on TVs). Hold on.
No need to test. YT likely will drop every other frame or so. Blending frames into one another wouldn't make sense for them, because there's no (in general) right way to do it.
All syllogisms have three parts, therefore this is not a syllogism.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
RGamma wrote:
No need to test. YT likely will drop every other frame or so. Blending frames into one another wouldn't make sense for them, because there's no (in general) right way to do it.
There is need. It's people saying that deblink is obsolete/does worse than YT.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
feos wrote:
RGamma wrote:
No need to test. YT likely will drop every other frame or so. Blending frames into one another wouldn't make sense for them, because there's no (in general) right way to do it.
There is need. It's people saying that deblink is obsolete/does worse than YT.
Ok, let me clear up the confusion. Deblinking was our (tasvideos) solution to youtube encodes only being 30fps. Because 60Hz flicker is either invisible or solid depending on which frame it lands on, deblinking detects these situations and makes them translucent so they can be seen at 30fps. So we made our youtube encodes deblinked for a long time. Now youtube offers the ability to make 60fps videos. So if we can upload in 60fps we don't need to deblink, right? But there are a few problems with it: -It's only available at 720p or higher. If you are viewing in lower resolution, it's only 30fps, and many people won't know this rule. -It's not available in every browser. Most people won't know which it works in and which it doesn't. This is especially a problem on mobile devices. -There are some other weird glitches, such as you can upload in 1080p 60fps but youtube will make the max quality 720p 60fps anyway. (When I say '60fps is viewed in 30fps', I mean youtube will only show you every other frame of the video, with no filter/post production applied. e.g., no deblinking filter or anything like that. And you can't give it two videos, one to show when it's 60fps, one to show when it's 30fps, or anything like that either.) If you compare 60fps and 30fps deblinked, 60 fps is superior. But the current situation is, if you pick 60fps, many people will not be able to see it, and will get something WORSE than 30fps deblinked. Until youtube fixes these issues and makes 60fps more accessible, it's too early to do encodes in it.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Alright, here are the videos. What you see? Link to video Link to video I have no idea what YT does to the video, but what I see in Opera/Mozilla/Crome@60 is exactly what I see when I download it from YT: "deblinked" has zero changes whatsoever, "full fps" is 30 fps with some algorithm of dropping frames. To figure it out, I'm going to stack them horizontally and compare frames. http://rghost.ru/private/59823398/bfd2d4e7d1c78a732b5917dfaae0a2e0 Comparison video shows the frame number. Preparing the listing... Just as expected. We blend what we need and drop every other frame.
Language: AviSynth

ng_deblink(0.5) SelectEven()
YT does: no drop, drop 1, drop 2 in a loop.
Language: AviSynth

SelectEvery(6,0,1,3)
deblink  youtube  match
   00      00       +     
   --      01            
   02      --            
   --      03            
   04      --            
   --      --            
   06      06       +     
   --      07            
   08      --            
   --      09            
   10      --            
   --      --            
   12      12       +     
   --      13            
   14      --            
   --      15            
   16      --            
   --      --            
   18      18       +     
   --      19            
   20      --            
   --      21            
   22      --            
   --      --            
   24      24       +     
   --      25            
   26      --            
   --      27            
   28      --            
   --      --            
   30      30       +     
Bottom line: YT's super hyper wise algorithm for 60 fps footage is exactly what we would do 4 years ago. The only difference is that we went a different path: we used drop to 25 fps (ChangeFPS(25)), then instead of dropping 0, 1, 2 (SelectEvery(6,0,1,3)), we developed TASblend. Remember how it was hyped about? Then we developed deblink. It was perfect, except for backgrounds shaking at 30fps. Why was it perfect? Because developers used 30 fps blinking as a feature, it was displayed ideally translucent on TV. When they didn't want that, they simply did 15 fps blinking, and it looked as an ideal blinking. Now if someone is going to say that we must jump 4 years back and return to dropping frames, because suddenly we start preferring something random to what developers were intending to do, and to what TV showed, sorry, but it's absurd.
Patashu wrote:
If you compare 60fps and 30fps deblinked, 60 fps is superior.
I see no proof of that in my version of reality.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Wooooooaaaaaaahhhhhhhhhhhhhh *jawdrop!*
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 3/11/2012
Posts: 149
Location: WI
feos wrote:
Wow, that drama. As I always take things, and as I said in another thread Flygon was super dramatic about, once there's a proof that something is actually better, we will agree that it's better. Now I only need to test once again what we see when 30 fps blinking is youtubed at 60 fps. Note: it must be not blinking stuff, it must look semi-transparent (the exact way it looked on TVs). Hold on. EDIT: Oh god, it wasn't not deblinked properly, it was not deblinked at all! Spike, what happened?
I think you're treating this like people are outraged about it, but that's not the case. Nobody's making a scene about it, Flygon merely brought a legitimate concern to your attention. The video simply isn't presented well, as you've now seen, and there's interest in seeing the problem be corrected. 60fps is just the most obvious way to solve the problem since you get smoother animation as well. Whether people prefer flashing or transparency, I don't know. I just voted for the fact that I'd prefer the smoother animation for a video of this nature. Edit: I see what you mean about the video above. In 480p, the 60fps version looks like flashing whereas in 1080p it looks almost transparent. It sucks that HD is required for 60fps. Anyway, you already provide two variants of this run. Is it a huge inconvenience to offer a separate 60fps version for people who want it? Do you need someone to "donate" the upload in these cases?
Samsara
She/They
Senior Judge, Site Admin, Expert player (2241)
Joined: 11/13/2006
Posts: 2823
Location: Northern California
Sappharad wrote:
Nobody's making a scene about it, Flygon merely brought a legitimate concern to your attention.
Sure, if calling everyone "fools" and saying he's providing a "superior" product (implying the current site encoders are all idiots) is "merely [bringing] a legitimate concern to [our] attention."
TASvideos Admin and acting Senior Judge 💙 Currently unable to dedicate a lot of time to the site, taking care of family. Now infrequently posting on Bluesky
warmCabin wrote:
You shouldn't need a degree in computer science to get into this hobby.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Sappharad wrote:
I see what you mean about the video above. In 480p, the 60fps version looks like flashing whereas in 1080p it looks almost transparent.
Not even close to that, no matter how I try it.
Sappharad wrote:
It sucks that HD is required for 60fps. Anyway, you already provide two variants of this run. Is it a huge inconvenience to offer a separate 60fps version for people who want it? Do you need someone to "donate" the upload in these cases?
I'm only saying this "60" fps stuff can't be an official solution (for now), simply because it's not 60 unless one is blessed. For the people who want such an upload, I only can suggest to ask a publisher to make one, as they do CamHacked, Cutsceneless, HQ encodes and whatnot. Seeing how Spike didn't even deblink it, I'm unsure if it will succeed. The intent of my previous post was to collect statistics, so I'd love to know how it actually looks for people. Note: embedded video even on Chrome doesn't provide a 60 fps option to me, but when watching on YT, it does.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Publisher
Joined: 4/23/2009
Posts: 1283
Whoa, I kind of wished I didn't find this thread, lol. Anyway feos, I believe you are confusing some things. First off, if you send 30 FPS to YT, it won't give you a 60 FPS version. So sending a 30 FPS deblink video will never yield 60 FPS on YT. Next, what Patashu said in that the 60 FPS YT will always be superior to deblink is correct. If you send the 60 FPS source to YT and get 720/1080 60 FPS, that will be a video with no dropped frames whatsoever which is always better than a blended frames to fit 30 FPS deblink video. It is true there are problems with only getting 60 FPS YT in only certain conditions, so I do agree this shouldn't be the norm yet but I think the suggestion was basically to add another link that is just the source 60 FPS sending to YT so people who can view 60 FPS YT can do so.
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Aktan: do you seriously think I'd upload a 30 fps video to prove it's not 60 fps? I used a 60 fps vid, resized to 1080p and blinking on every other frame. And you didn't post what you see on the second video sample (on Chrome@60). Otherwise, there seems to be a point about how 60 fps option improves scrolling and stuff like that. I saw one example proving it correct. I'm unsure if that makes 4 HD youtube encodes for this publication worth it though.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Publisher
Joined: 4/23/2009
Posts: 1283
feos: I guess I was baffled that you would need proof that 60 fps is superior to 30 fps deblinked. Humans can see stuff at 60 FPS after all. Edit: What I see in the second video with 1080p@60FPS is 30Hz flicker like the source probably is.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4045
Aktan wrote:
feos: I guess I was baffled that you would need proof that 60 fps is superior to 30 fps deblinked. Humans can see stuff at 60 FPS after all. Edit: What I see in the second video with 1080p@60FPS is 30Hz flicker like the source probably is.
That's not why feos made the post! Feos wanted to see, 'if you upload a 60fps blinking video to youtube and watch it in 30fps, what happens? Does it show solid on/off or does it blink?' I and a lot of other people thought, 'it will drop every other frame, so it will show solid on/off' Feos PROVED that it will show blinking because of the frame dropping algorithm youtube uses. So it makes uploading in 60fps rather than 30fps deblinking a lot more viable - because when it's downgraded to 30fps, it shows the blinking!
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Joined: 6/14/2004
Posts: 646
So, when's the Nico version going up? ;)
I like my "thank you"s in monetary form.
Joined: 3/11/2012
Posts: 149
Location: WI
Patashu wrote:
Feos PROVED that it will show blinking because of the frame dropping algorithm youtube uses. So it makes uploading in 60fps rather than 30fps deblinking a lot more viable - because when it's downgraded to 30fps, it shows the blinking!
But in the case of the run that this thread is about, you don't see any blinking at all. When Sonic is fighting any of the bosses, nothing happens when Robotnik is hit. You should see him flashing, or at least light up if deblinked. At least for me, it looks like nothing happens at all when he's hit. Does it really matter? I don't know. It didn't bother me enough to acquire the proper version of Gens to watch the run against the actual ROM, I still watched the entire 30fps video anyway. If there were a 60fps version though, I would've picked it since my 7 year old desktop can play them just fine at 1080p with no noticeable frame drops.
Publisher
Joined: 4/23/2009
Posts: 1283
Patashu wrote:
That's not why feos made the post! Feos wanted to see, 'if you upload a 60fps blinking video to youtube and watch it in 30fps, what happens? Does it show solid on/off or does it blink?' I and a lot of other people thought, 'it will drop every other frame, so it will show solid on/off' Feos PROVED that it will show blinking because of the frame dropping algorithm youtube uses. So it makes uploading in 60fps rather than 30fps deblinking a lot more viable - because when it's downgraded to 30fps, it shows the blinking!
Might be just me, but seemly feos is not for uploading 60FPS, but more for uploading deblinking. While that test shows otherwise. Also it wasn't the test that made be baffled, it was this commet:
feos wrote:
I see no proof of that in my version of reality.
Then it could be he was being sarcastic...