Posts for Rapatap


Rapatap
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Joined: 1/12/2015
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Location: Minnesota
Yeah I understand what happened. After watching it though, I was really curious if anyone had explored any methods of hardware or software based error correction for this type of problem or other problems based on non-deterministic game play mechanics.
Rapatap
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Posts: 5
Location: Minnesota
I guess I didn't realize how deterministic games are, but If that's the case then i see no need for any sort of feedback.
Rapatap
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Joined: 1/12/2015
Posts: 5
Location: Minnesota
Nach wrote:
Rapatap wrote:
Oh I see, I think I have misunderstood the procedure a little bit. So you are saying that the frames that make up the final TAS video are recorded as the run is created, not in a replay of the game where the input sequence is fed into the game in real-time after the fact?
Correct. Although we do the latter when creating normal (MP4, MKV) movie files.
Alright, so then are there some games in which upon replay desync is either inevitable or there are RNG elements that cannot be manipulated?
Rapatap
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Experienced Forum User
Joined: 1/12/2015
Posts: 5
Location: Minnesota
Oh I see, I think I have misunderstood the procedure a little bit. So you are saying that the frames that make up the final TAS video are recorded as the run is created, not in a replay of the game where the input sequence is fed into the game in real-time after the fact? I had watched the "TASbot" segment of AGDQ and noticed they had issues with console desync and things like that and was curious if anyone had tried using some sort of hardware based audio/video feedback with code to auto-correct things like desync, but i'm guessing most TAS aren't done the way that was demonstrated. Also, if that is the case, is console verification even considered important then?
Post subject: TAS Methodology Question
Rapatap
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Joined: 1/12/2015
Posts: 5
Location: Minnesota
So from what I understand, TAS are created by adjusting controller inputs frame by frame, either by hand or with the use of scripted inputs to record a series of inputs which are played back in real-time in the game. This method seems to require a stable emulator to work well and every input is determined in advance. My question is, is this the only means of doing a TAS? Has anyone attempted to use feedback from the audio or video in the game to change the series of inputs that will be executed in real-time? I know there are means to manipulate RNG in a lot of games to not require this, but i'm sure there are some games where the RNG is too sophisticated to manipulate consistently. Also is it possible to use scripted inputs on real hardware using a controller interface and not require emulation? Just curious if anyone has explored these options or if they are just seen as unnecessary or inferior?