Posts for Koh1fds


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Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
feos wrote:
For whatever schizophrenic reason they just drop the res by 1 when you're uploading 60fps. For html5. We upload 1440p+ anyway.
I don't know how this exactly works. I uploads before x16 videos and i get only 1080p at max with 60 fps html5 player. If i uploads exactly 2160 height video i get 4k 60fps. Dunno why
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
feos wrote:
PS: Your comparison is pointless, you should have put 1440p back to back with 4K, since we do upload 1440p+ minimally. I set up the official script to do that.
I didn't know that. Super C TAS encode have 1080p max. At least with HTML5 youtube version. edit: here it is. Youtube finally proceed stupid video. https://www.youtube.com/watch?v=Rpo_CloqZ2c On 1080p monitor 4k is much better. Even this is extreme condition. I still thinks that 4k is good to have. Even there is not that big difference between 4k and 1440p than between 1440p and 1080p. 4k still the most cleaner of all on 1080p monitor. edit2: and i don't say that you MUST right now encode everything at 4k right now. I just say that there is a noticeable difference. So it's not completly worthless
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
moozooh wrote:
If you make two or four adjacent pixels share color to save bandwidth, just quadruple their amount, and each pixel will retain its original color. Simple and elegant.
I don't exactly understand that. This video was upscaled like this: x16 Nearest neighbor -> 2880x2160 bilinear interpolation by using VirtualDub filters, because i'm to stupid. I can't understand that chroma samples and other stuff. Is it something wrong with this? By comparing with tasvideos 1080p encode - i can't see the difference. My encode at 1080p have 3 blended vertical color lines and tasvideos 1080p encode have the same. 4k have only 2 vertical blended color lines. http://i.imgur.com/NxUh2Jy.png
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Not only resolutions above 1080p on youtube have noticeable less compression artifacts, but if you watch 4k video on 1080 monitor it looks noticeable sharper and cleaner than same video at 1080p. It's better to have those resolutions even for 2D games, in my opinion ofc, because there noticeable difference edit: http://i.imgur.com/Uz7DPyC.png here it is. Both screenshots made at 1080 monitor with my lame encode. First made at 4k youtube replay and second second at 1080p replay. Both zoomed x8 with nearest neighbor. You can clearly see the difference. I can't see why not to have 4k encode if there is noticeable difference even at 1080 monitor. If you have 4k encode watcher can choose what he/she wants. Maybe someone wants more sharpness and clearness of the picture. Why not to have this?
Post subject: Re: Let's use HD resolution and 5.1 surround sound
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
EEssentia wrote:
But there is not much point is doing that unless you really, really want to keep that terrible pixelated look.
You get less compression artifacts on higher youtube resolutions. There is no point to not have them. About that pixelated look - you need some upscale with Nearest neighbor anyway so there is not that much color blending. The lowest number you can get x2 resolution. Back then i was trying to compare video upscaled like this: x2 Nearest neighbor -> 2160p Bilinear interpolation VS x16 Nearest neighbor. The lowest resolution on youtube that gives you 60 fps - 720p. So x16 Nearest neighbor video at 720p on 1080p monitor looks EXACTLY the same as that bilinear interpolation video at any resolution above 720p. So in my opinion it's ideal to have really high resolution pixelated video on youtube. Who watch that video can actually choose what he want - more blurry 720p video or more pixelated video by choosing higher resolution.
Experienced Forum User, Published Author, Player (170)
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Posts: 263
But i personally really like those ABH flies and i think many hl2 speedruns watchers like them too. I also don't think that banning quick / save loads is good. I think if some peoples agree with you so they have to make new run category "No quick save / load" for those games then popularize those categories. And in result of doing that those categories can become a main categories for those games. I think this is how speedrunning community should work.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
It have completely new map. There is not a single room that resembles original metroid for nes. It also bigger than original metroid.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Depends on what you like. It's fun to explore in game world, find secrets, solve puzzles, use new abilities for cool moves. But like in original nes metroid there is not that many cool enemy fights (at least in beta version)
Post subject: [NES] Metroid 1 hack - "Metroid - Rogue Dawn"
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
This romhack should be released soon. I was one of the beta testers, so i can say that this is pretty good. The art style just insane. I think it go away from block graphics design as far as possible for MMC3 game. It also have big detailed world with a lot of secrets. I don't know what to say more. Just look at those screenshots http://www.romhacking.net/forum/index.php/topic,18620.0.html
Experienced Forum User, Published Author, Player (170)
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Warp wrote:
That would sound absolutely perfect in my books.
But then it would be so hard to land after huge ABH fly without quick save / load. So runners have to use more safe strats and game become boring again.
Experienced Forum User, Published Author, Player (170)
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Warp wrote:
This, once again, goes to a territory that I really, really don't like. The player could just as well spend 3 hours quicksaving&loading, and it wouldn't be counted towards the length of the run.
But if that counts to the length of the run, then man who gets like bijilion GHz cpu overclock + like game installed on ram disk can win by extremely fast save / load. The only way it's like ban save / load completely or like make a rule where you can't use save states for the clips, but it feels like it's just making new category.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Thank you so much for avi recording! Can you also improve movie recording feature, please? I test it in version 0.60 a little bit and right now i can't test it at all. Sorry 1. Please make so it saves more events and not only gamepads input: FDS events (eject/insert disk, changing disk sides). In 0.60 it's impossible to record movie for fds games, because it doesn't save those events. Console reset (i don't test this) Insert coin (if mesen supports vs system) Famicom microphone (i don't test this) 2. Please make so some emulator's settings (that can cause desync) saves in movie and loads when you replay movie. Overclocking. It would be cool if number of extra scanlines that you add saves in movie and you don't have to remember this. Region settings (i don't test this). Like if you record movie in "dendy" mode it automatically sets it when you replay it. Starting ram values (i don't test this) Input settings Dip switches 3. Please fix "start movie recording" and "play movie" routines. When you opens rom from archive with a lot of roms and then starts movie recording "from start" - mesen sometimes loads different rom from that archive for some reasons. In version 0.60 you can record movie with overclock, but when you replays it - mesen for some reasons ignores overclock settings even if you put correct numbers before start of movie replay. So it's impossible to record movie with overclock in 0.60 and then replays it. Can you make so when you start movie recording "from start" - mesen doesn't change input settings. Like if you choose arkanoid paddle it didn't automatically change input and ignores that. I don't think that automatically input changes depending on rom you loads is good. It's actually pretty annoying even if you didn't record movies. 4. It would be cool if mesen allows you to record input from more devices. At least Zapper (i don't test this) and arkanoid paddle. 5. Movie status icons would be also cool. Please, if you can add more tas tools. At least pretty basic one. Like frame advance button (can't find this in 0.60), movie rerecording, frame counter, memory watch window. It would be cool if dip switches works like in Nestopia plus. Like when you opens roms like Nintendo World Championship you get window where you can sets dip switches as you want. And not like crazy fceux way where you have to resets many times without knowing what's actually changes. And then if you start movie recording it saves in movie what you choose. It would be so cool. Sorry for all
Experienced Forum User, Published Author, Player (170)
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Posts: 263
Sour wrote:
Considering AVI recording can be done with external tools (with the same end result),
It's really hard to get same result or even impossible to do. When you record avi by emulator there is no frame drops caused by 60.1 fps, no frame drops caused by emulator lag, no frame drops caused by screen capture software lag, no sound popping or sound skips by emulator lag. It's easy to get lossless RGB footage - ideal for future upscale, etc. Record avi is one of the most important features actually. Even most basic feature will be ok. Like record only at original x1 resolution (256x224 or 256x240) with only one codec that supports lossless rgb or even uncompressed video will be ok. It's unnecessary to have record avi that works in real time. It will be ok to record movie (input log) first in real time than use it to dump avi. So basically when you use screen capture software you most certainly loose overclocked smoothness to frame drops / frame duplication, "reduce popping" to emulator lag etc. All good things that give you Mesen will be lost. You can try to use nvenc to reduce cpu usage, but it only supports color spaces with color blending.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Sour wrote:
Thanks again for taking the time to post about this issue!
No problem! I really like Mesen. It's the Best! Accuracy and variety of options just insane. But lack of avi recording is fatal.
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
I managed to recreate this elevator glitch. I wounder if it possible to do this 2 or 3 times in a row http://tasvideos.org/userfiles/info/35866650124898195
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Than I don't know
Post subject: Re: Starting from SRAM
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andypanther wrote:
Koh1fds wrote:
When you make save in SRAM - emulators usually made new rom with that SRAM change. Did you copy new rom on different PC and use it to replay movie?
I don't know why the ROM should be relevant for this, but it's exactly the same one, I copied it from one PC to the other.
SRAM change didn't saves in movies. It saves in new rom or something else. Check your emulator folder. You need some new rom from that folder or patch or something.
Post subject: Re: Starting from SRAM
Experienced Forum User, Published Author, Player (170)
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When you make save in SRAM - emulators usually made new rom with that SRAM change. Did you copy new rom on different PC and use it to replay movie?
Experienced Forum User, Published Author, Player (170)
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Link to video New option "Reduce popping sounds on the DMC channel" is awesome. Also, here is the problem with Mesen. When you play some games with overclock, like Japanese version of Contra, - you get a lot of sound skips, frame drops and sound popping. Without overclock everything is fine. This didn't happens with fceux + overclock. Feels like my core i7 4770k can't handle some games in Mesen even with pretty small overclock by extra scanlines in ppu cycle. And amount of lag didn't depends on the number of extra scanlines. You can put 10 or 800 extra scanlines and get same amount of lag. So it actually feels like something wrond with overclock. For example https://www.youtube.com/watch?v=iFGTPo0-7dY On the tittle screen, on intro cutscene - everything is fine. Only when you get controls you get lag
Experienced Forum User, Published Author, Player (170)
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Just sayin... I think changing fps manually to exact 60 is the best solution for nes and snes. Even if you managed to get like 60.05 on youtube it would be bad, because most peoples have monitors with 60 Hz refresh rate. So i think they will get tearing or frame drops depends on gpu. When i play fceux without vsync on my old pc with AMD gpu i get tearing. And i get frame drops exactly like in Masterjun's SMW example on new pc with Nvidia gpu. So basically i think same will happen with yt videos with fps higher than 60. edit: if you get like one frame dropped every 10 second it's not that bad. it's really hard to even notice.
Experienced Forum User, Published Author, Player (170)
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But why my first video got only like one frame dropped with a lot of distance between drops and your first video got a lot of frames dropped close to each other? Because when only one frame dropped it doesn't look that annoying. And how properly change fps? edit: oh. I read edited post now. So i understand now. Thank You!
Experienced Forum User, Published Author, Player (170)
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feos wrote:
What made you think you uploaded a 30fps game?
Because i didn't get any frame drops (frame duplication) i can upload anything i want. Actually, I have notice before that some 60 fps encodes made by some users on tasvideos youtube channel have a lot of dropped frames. So i want to point that this can be some encode settings that caused it. edit: and i'm pretty sure this is not "luck" depended. And those frame drops make some of the videos on tasvideos youtube channel pretty painful to watch.
Experienced Forum User, Published Author, Player (170)
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I think this never happens with me. So i think this actually depends on some encoding settings. edit: i never made SNES encodes. Just made one for test with lsnes. Can't notice any frame drops. edit2: here is example with bizhawk. https://www.youtube.com/watch?v=Tq855VHtFgI ok. I can see now with that heart counter that flickers every other frame. I get only like one frame dropped sometimes. Like there is no frame 1790 (by bizhawk frame counter), but because there is only one frame dropped it's not that horrible as with your smw example. edit3: ok. That happens because i'm stupid. I upload not 60 fps, but original 60.098 fps video. Here fixed version: https://www.youtube.com/watch?v=pqlsXJeiEQI I'm sure. Not a single frame was dropped now.
Post subject: NES Metroid Breakable Blocks
Experienced Forum User, Published Author, Player (170)
Joined: 7/1/2016
Posts: 263
Is there any way to find breakable blocks in Metroid? Like some lua script or something. I really need this.
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