Posts for Flygon


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My concern is whether Google/YouTube will think the videos are for children, not whether TASVideos considers the video for children. And for those of us with an incredibly size backlog of videos that're a nightmare to update, it's not nice having the behemoth breathing down the back of our necks. Part of why I opened this thread was to see whether this problem had been discussed amongst TASVideos Publishers, and whether they've discussed it with the broader videogaming community. And also to ask about ways to be able to quickly tag videos as being for children or not - ie. if anyone has figured out alternative methods for tagging the videos, rather than spending about a minute per video - which is an incredible amount of labour for bigger channels. It would be easiest to just set the entire channel as being for children, but there's good reasons to not apply that unilaterally for bigger channels. I didn't open this thread to be passive aggressive in any way, but out of sincere concern for the speedrun community as a whole - not just TASVideos. I hope this situation all amounts to nothing in the end. But Google's messaging on these things is abysmal as usual.
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A stupid thought - will YouTube let channel owners set their videos to 18+ only if the videos are (incorrectly) pinged as being child material? That will allow the comments section to stay open, but require the viewer to have a YouTube account, and also be over the age of 18, when viewing. Incidentally, a toggle to force viewers to be over 13 would be nice.
Post subject: Uncertainty on YouTube COPPA Regulations
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I'm sorry if I'm casting rather a wide net, but it's better to be safe than sorry. Recently, YouTube has had a bit of a stoush with the Federal Trade Commission over how COPPA is applied on its website. This situation, and the fallout from it, has hits multiple news sites. The Verge has an article covering the changes in YouTube's rules for example. YouTube's own guidelines on this situation leave me a bit berfuddled, because whilst they consider "games" to be content aimed at children, I do not know how this actually affects video games, and for TASVideos, and uploaders - both former and present - of TAS-related content, this might actually be a bit of a problem. In addition, the process for manually changing individual videos - not all content on my YouTube channel is of TAS's, or even entirely of video games - is incredibly laboursome, and it's very undesirable to set the entire channel as being for children. Particularly since some videos are definitely not child friendly. I come here asking if this is a situation that the TASVideos staff, particularly the publishers, have come to any terms with. If action does need to be taken, I'll contact the other ex-publishers I've kept tabs with over this time. Hopefully, the consensus is that we don't need to do anything. But if we do need to do something, I hope we can figure out speedy procedures for setting individual videos as being for children - because right now, the tools Google supply for doing this on YouTube are actually awful to use. Also, obligatory YouTube corporate video discussing the matter.
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So, the ridiculousness of this TAS has made me log in for the first time in... two years? Anyway, this is probably the only TAS that I have ever seen that you could probably also submit to Pouet. Astounding work! Bad Apple input file pls - Also, I forgot how cheesy my avatars were.
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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.
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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.
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You're fools.
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On Sonic Retro.
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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.
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Oh, crap. You're right. I 100% forgot YouTube has that tag based stretching. 'qapla!
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And YouTube?... @ Warp: I'm not going to bother. Ask someone else that's feeling far more exceptionally patient than I am.
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Are you referring to the filter used? Yes, I realized I used a pretty awful scaling filter. Anyway, note the rings. Sonic Chaos this time. Unstretched: Stretched:
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Added more examples, fixed the 404ing links. Using the same example once is dumb. You gotta provide before and afters to prove the point, or nobody believes you.
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Let's take, for example, the rings and loops in Sonic the Hedgehog 2's (SMS/GG) Aqua Lake Zone. I'd hunt down an ingame screenshot, but I like rings. Stretch that .png by around 1.332 times, and we suddenly get much more natural circles, rather than the ovals we're seeing with the aspect uncorrected. And unsurprisingly, this is what you'd see on an ordinary TV with an ordinary Master System. Still tracking down more good examples. As with NES games, it's almost painfully difficult to find games that are either consistent with keeping the circles pre-aspect corrected or if the artist was being bloody lazy. I will say, though, I'm astounded at your "It wasn't cared about to that level really" statement. I don't know what's gone on since I left, but I sure as heck can vouch for the fact that the very mention of aspect ratios would cause quite a many an argument in IRC. Usually publicly. Anyway, I don't know if you guys have smartened up and decided to do things on a game-by-game basis using raw give-a-damn and actually bothering to scrutinize the artwork of the games in question and looking for tell-tale signs of if the artist actually pre-squeezed the artwork or not. But if you haven't gotten to this stage yet, it's pretty darn important to sort out the fact that there's a massive problem with how SMS encodes are currently produced. Edit: Another quick one. A friend of mine tipped me in that Ghostbusters also had an anamorphic title screen. Unstretched. Stretched. Lord of the Sword: Unstretched. Stretched. Still finding more good examples.
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Annnnnd have you guys considered that perhaps the Master System videos have been getting processed incorrectly for several years, and that the fix would be setting a 16:9ish aspect ratio on the encodes, or if you were deciding to be a complete dolt, adding 16 pixel borders on the top and bottom of the video then setting the aspect ratio to 4:3 to achieve the exact same end result but with borders?
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tl;dr: There's around 240ish lines spat out by the Master System, but last I checked, most emulators spat out 256*192 video, cutting the borders out from the bottom and the top. Think of it this way. It's like the NES, if every game was 256*192 and had borders on the top and bottom, instead of being 256*224 without any borders for most games. Either way, they're all anamorphic. The fact that having just 192 vertical pixels allows the image to be cropped into a near exact 16:9 aspect ratio image that can be displayed on a widescreen display without any borders is a very happy coincidence. Point is, since I left, have you guys have had actually figured out that all the SMS games had their aspect ratios set incorrectly when doing processing yet?
Post subject: Sega Master System aspect ratio
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Hey, just here to ask a dumb question. Have you guys figured out the aspect ratio that the Master System is suppose to display on TV's yet? Just because the output resolution of the .avi is 256*192 doesn't mean it aint display on the TV with 224 or 240ish vertical pixels, y'know! As an incidental note, when using a TV to play Master System games, set your TV to the widescreen mode that crops letterbox borders. Because of the amount of undisplayed lines on the top and bottom of the screen for pretty much every single Master System game ever, the games actually fit perfectly on a widescreen display without any visual distortion whatsoever. Anyway, a bit driven away from my point. Have you guys actually figured this out yet? Edit: Okay, punching a few numbers into my calculator, it isn't actually a perfect widescreen fit, but it's close enough that it may's well be native widescreen, hahaha. Edit 2: Okay, with some help of a friend on an IRC server, I've determined my initial figures were off. 320 and 304 horizontal pixels was an inaccurate method of getting the SMS's aspect ratio. It turns out that, on a TV, the video would be 'stretched' from 256 pixels, to 341ish pixels. This explains why it fits perfectly on a widescreen TV... Punch 341/192 into a calculator for me, then 16/9, hahaha. :D But, yeah. If you guys have actually figured out that SMS videos have been getting encoded wrong, trash this post. I've been out of the loop for a few years. Edit 3: Just to drive the point home... Uncorrected for the aspect ratio: Corrected for the aspect ratio: Note how the circle becomes near perfect when forced into a widescreen aspect ratio. And remember, on an ordinary TV, there would be additional borders on the top and bottom unless the TV is specifically instructed to crop them.
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Just posting to say, man. I'm extremely bloody proud. :D
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Still an ESTJ in 2012! :D
Your Type is ESTJ Extraverted Sensing Thinking Judging Strength of the preferences % 22 12 44 22 You are: slightly expressed extravert slightly expressed sensing personality moderately expressed thinking personality slightly expressed judging personality
Not at all prompted by TASVideos whatsoever... just wanted to find this topic for my previous scores. Not even being away will change me, mwahahahaha!
Post subject: Re: Brushing teeth before breakfast - why?
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moozooh wrote:
If you wash up your anus in the morning and don't go number two the entire day it won't exactly remain fresh anyway. And there's always smegma, too.
I'm kind of tempted to make an enema joke about this, but this really isn't the time or place.
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I'm for Age of Empires II, actually. Yes, I'm aware it's a Windows game. But it turns out it has its own internal recording format that's incredibly sync stable (from what I've tested... which admittedly isn't much). This makes it simple to use VM related tools to make a run. Though, the obvious problem is making a game actually entertaining... perhaps a 8 way player verses player match?
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moozooh wrote:
If there were different revisions of the Gamecube that had different hardware upon release, then the emulation should be adjustable to match all of the revisions, like it's done in, say, Amiga emulators.
Yeah, but then that'd open an entire bag of worms. For example, the Mega Drive has a whole shitload of revisions, excuse my French. That's only further exacerbated by the combination of CD drives and 32x expansions that can be connected. Of course, Gens is so inaccurate anyway that it doesn't 'properly' represent any Mega Drive models anyway. :B
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I'm spectacularly amazed we're having an argument about disk based systems's loading times when it's basically impossible to emulate certain things such as a CD drive's motors speed (for the laser). I know for a fact, for example, that many Sega CD drives had differences in loading times simply because of how slow or fast the motor powering the mechanics to move the laser varies in power (and the condition only gets worse with age and especially burned disks). I dare be not at all surprised if basically all later disk based consoles suffered the same problem. Only thing that'd come to mind that'd have stable loading times would be somehow loading the game from a ROM or RAM into the console anyway.
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I'll just rip my Sonic Retro post for the purposes of this thread.
Flygon wrote:
Not a huge fan of what he shaped recently, but admittedly am a fan of what he helped shape historically (just like everyone else in this topic, obviously). I do admit I'm a bit surprised, I was expecting him to last until 60... I guess I overestimated a bit.
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jlun2 wrote:
Flygon wrote:
Some people can read really really really fast. Like me. :p
..... Anyway, I thought people who watch TASes watch them for speed/entertainment, not plot. :P
The point of the damn speedrun of the game is to provide entertainment. A plot can be entertaining... and breaking the plot can turn that up to hilarity. :D