Posts for creaothceann


creaothceann
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You just did.
creaothceann
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Kurabupengin wrote:
Are this settings the best for rendering FAST?
Again: You can choose how fast you want to encode with the "preset" setting.
Kurabupengin wrote:
Also, is the .mkv format compatible for use in Sony Vegas 9 to use as a source for video projects?
Never used any Vegas in my life.
Can my regular video players such as the Windows Media Player, QuickTime and VLC play them?
VLC should be able to play anything you create without problems, but I don't really know; I don't use it. No idea about MP and QT. I use the k-lite codec pack which automates the installation of MPCHC and lav filters, among others. It has a lot of options, so maybe KCP is better for you.
creaothceann
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MUGG wrote:
The only way I see how I can do it is to change all the variables into numbers, so BoolBrosPath becomes value in a table for key "1", BoolNotifications becomes "2" etc. But then the code becomes highly confusing.
Constants then?
creaothceann
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Kurabupengin wrote:
Where I can get that codec?
h.264 is the video coding format, x264 is a program that creates videos encoded in h.264. It's a command-line program, so you open a console window in the directory where your source files are and write something like
x264  input.avi  -o output.mkv  --crf 20  --preset fast  --tune animation
This would encode "input.avi" into "output.mkv" with a "constant rate factor" quality setting, a "fast" speed setting, and tuned for animation. x264vfw is the x264 frontend for programs that use the (relatively old) Video for Windows codec interface. It exposes the most important encoding settings of the program in GUI form, but not all.
Kurabupengin wrote:
Is it faster than let's say, .wmv rendering?
As you can see above you can choose a speed preset, which selects a trade-off between quality, encoding speed and file size. With a fixed bitrate (i.e. file size), faster presets will result in worse quality (and vice versa). With a fixed quality, faster presets will result in larger files (and vice versa).
Kurabupengin wrote:
Is it lighter as well?
x264 is in constant development, and usually the fastest encoder when comparing other encoders with similar workloads.
solarplex wrote:
https://www.youtube.com/watch?v=lWFFCusRp7g
I don't like some aspects in this video...
  • "The faster it renders, the less compression it's going to use, but it should always come out around the same quality" - This is only true for fixed quality mode - which he doesn't use.
  • Zero latency is for encoding video on-the-fly, for example a webcam stream that has to go in realtime over the internet; it shouldn't be used for encoding files because it basically uses a faster preset.
  • Single-pass bitrate is designed for strict file size or data transfer limits. Today we have DSL, USB sticks and terabyte HDDs, so it's usually better to encode at a set quality, of which CRF is the best.
  • The AVI file format isn't really designed for h.264 content; it's often better to use MKV.
Warp wrote:
Isn't wmv a container format, not a codec?
Yes.
creaothceann
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hunterk wrote:
While fully supporting RA's Cg shaders would be nice/convenient, it's not really necessary. As long as the capabilities are there in whatever homegrown thing he wants to implement, porting shaders between individual programs (that is, renaming uniforms, etc.) and even different shader languages isn't usually that difficult (with some caveats, of course). I'm not sure what zeromus meant by saying the common-shaders repo is "derelict." AFAIK, everything in there works and is up-to-date, though it's obviously not curated. That is, there's a bajillion CRT shaders, another ton of smoothing shaders, a bunch of helper shaders that aren't very useful on their own and so forth. If that's too much, there's always the quark shader repo, which contains mostly-standard GLSL ports of most of RA's popular shaders.
creaothceann
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Gamer Maiden Sonia wrote:
all screen recorders I tried so far (Fraps, Dxtory, etc) works laggy on my computer. Even with less demanding games, sometimes the program hiccups/lag spikes randomly and it ruins the flow of the video. [...] This .kkapture does exactly what I want. But the only problem is the audio. It comes out extremely bugged/out of sync
The easiest way to reduce recording load is to reduce the screen resolution. This might also be an issue with the codecs. If you use one designed for strong compression, it'll use too much CPU time and the actual game slows down. If you use one designed for very light compression, it'll produce large files that might interfere with the game's disk activity or might even max out the computer's hard drive. Recording a 1280x720 screen at 30fps without any compression at all takes ~80MB/s. Double that for 60fps so you'd need an SSD for that, but a one hour recording would already fill a 256GB drive. So practically speaking you have to use video compression. There are some options you can select when using x264vfw, e.g. preset=veryfast. There are also fast codecs designed for screen recording, e.g. ZMBV (only with 32-bit colors) and the Camstudio codec. The most professional solution is a separate PC dedicated to video recording, i.e. with a capture card.
creaothceann
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creaothceann
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x264 > xvid.
creaothceann
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MENU |TOOLS | CHEATS
creaothceann
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Kurabupengin wrote:
good flash poops
...
creaothceann
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creaothceann
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CatlyNat wrote:
Why did I not use Bizhawk? Because I can't get it to work with SNES.
CatlyNat wrote:
I just don't understand why I'm not able to use Bizhawk.
BrunoVisnadi wrote:
And I also have a lot of trouble with bizhawk
Did you post in the BizHawk subforum?
creaothceann
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MUGG wrote:
I will bugtrack the things you tell me to, but I will need to find the page where I can do it.
It's probably here: https://github.com/TASVideos/bizhawk/issues
Post subject: Re: TAS for old NEC PC games?
creaothceann
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There's support for PC Engine.
creaothceann
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creaothceann
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MUGG wrote:
As for domains, when I want to switch from VBA to Bizhawk, I usually have to spend at least an hour trying to convert all my addresses.
I don't know much about LUA, but you could probably write one function for reading memory and one for writing memory. In these functions you use the actual emulator-specific command for getting/setting the value.
MUGG wrote:
Maybe my computer is a little outdated and I'm limited to 3GB RAM and outdated hardware, but I think that shouldn't be an excuse for Bizhawk to mess up so much.
Sounds more like a configuration problem (installed software, settings, etc.) than a hardware problem, unless you have your CPU drastically overclocked...
creaothceann
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MUGG wrote:
Bizhawk is bad for me. It crashes often, deleting your work on occasion.
Maybe this can be fixed by the developers?
MUGG wrote:
It is laggy.
More lag in games?
MUGG wrote:
It uses memory domains which is confusing me.
How so? I imagine you need only WRAM most of the time, which is the same as WRAM addresses in other emulators - just subtract 7E0000.
creaothceann
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MUGG wrote:
BizHawk is troublesome to use
?
Post subject: interlaced SNES screens
creaothceann
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While encoding #4852: julius_x's SNES Yuu Yuu Hakusho (J) "Story Mode any%" in 34:53.05 I noticed that interlaced SNES screens seem to be broken... The game creates 5 files: #1: 256x224 pixels, 60.0985 fps, framecount=64 #2: 512x448 pixels, 60.0985 fps, framecount=222 (download) #3: 256x224 pixels, 60.0985 fps, framecount=83202 #4: 512x448 pixels, 60.0985 fps, framecount=6 #5: 256x224 pixels, 60.0985 fps, framecount=~77248 (depends on user) #2 slowed down looks like this: Each couple of frames contains the relevant data, but it has to be extracted:
Language: Avisynth

a = SelectEven.SeparateFields.SelectEven # get 1st frame, get even-numbered lines (field) b = SelectOdd .SeparateFields.SelectEven # get 2nd frame, get even-numbered lines (field) Interleave(a, b).Weave # interleave fields into full frames Interleave(last, last) # show each restored frame twice to get 60 fps (compatibility with the rest of the movie)
Result: Other examples, before (left) and after (right):
  • Radical Psycho Machine Racing (USA) aka RPM Racing (01 02 03 04)
  • World Class Service Super Nintendo Tester (USA) (01 02)
The only problem with these is that for some of them, variables a and b in the Interleave call have to be reversed. Probably depends on which frame the interlaced mode was activated - even or odd.
creaothceann
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Link to video Should be 720p60fps when done processing...
creaothceann
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I'm going to upload a temporary encode.
creaothceann
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creaothceann
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Lex wrote:
A 60 fps video would still be slightly too fast for my monitor, which apparently runs at ~59.95 Hz despite the driver being set to and incorrectly reporting 60 Hz.
Well, at least the stutter would be less pronounced at 60 fps than at ~60.0985 fps. Maybe you can create a custom resolution?
Lex wrote:
Does YouTube max out at 60 Hz?
Afaik yes.
creaothceann
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thecoreyburton wrote:
What about video renderers like madvr? Is it better to adjust the encode ever so slightly when monitors themselves vary or is it better to leave it true to whatever the console's refresh rate is and rely on the user's system to make the adjustments?
I can't speak for other consoles, but the SNES's framerate in progressive mode is faster than 60 Hz, so changing it to 60 would benefit in the cases where the monitor runs at <= 60 Hz, even without further correction (e.g. in case of YT videos). If the user has something like ReClock then the video and audio quality wouldn't be affected unless the audio is configured to be resampled (instead of just its sample rate value being adjusted), but this resampling generally shouldn't produce any audible differences.
thecoreyburton wrote:
I do know that madvr makes 40fps footage seem smooth on a ~60fps AOC monitor.
madvr has a "smooth motion" setting, but I've never used it. It might adjust the video/audio playback rates or create blended frames.
creaothceann
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Go with #2. - faster - less lag and therefore doesn't look slow - more consistent scrolling Link to video