Well, sgrunt told me that Point.Resize is optional, so I will still use Bilinear.Resize.
It took me a while to understan natt's comment, but if I understanded right, the quality should be like this: http://www.youtube.com/watch?v=u6UOHTplJoM
Out of point and bilinear resizes, point resize wins hands down. Bilinear just makes the video a blurry mess.
What could win over point resize is more advanced nonlinear resizers like HQx. This heavily depends on the game
For some games (anything using 3D), HQx looks terrible.
For most games, it looks like nothing special.
For some games, it looks nice.
For other advanced nonlinear resizers, the same as above applies, but some games may be in different categories.
But even then, point scaling is usually preferred.
[quote="Ilari"]Out of point and bilinear resizes, point resize wins hands down.[/quote]
Why, were there any doubts about this? Point resize for the win.
Actually, I am against HD videos to begin with. I prefer 1x resolution, but at least point resize is the one that looks like it.
1x will always be wrong when YV12 is used as the color space, regardless of if it's via Youtube or separate download. It needs at least 2x.
@ThatGugaWhoPlay:
It's called BilinearResize, not Bilinear.Resize, and yes it'll probably be rejected because all other HD encodes use PointResize.
PointResize is even faster than any other resize method, by the way.
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.
It is easier to blur a sharp vid than sharpen a blurry vid, because blurring loses information which can't be regained.
What system are you using that you can't see pixels on your TV?
Break out an Atari and you'll see characteristically blocky groups of pixels.
Transitions from one color to the next were sharp (possibly a little noisy), but limited color palettes meant you never had the smooth color transitions that bilinearresize comes up with.
I sure don't remember seeing each sharp pixel on my NES when playing. It was all blur to me =p. It is true that any other resize besides point creates more palettes though, but then again when it is that blurry on the TV, your human mind makes it up anyway.
An NTSC filter (for games played on TVs) would also be nice, but I don't know of any Avisynth filters that do that.
It (should) be possible now to use those filters in realtime, just like you can use them in realtime on the emulators themselves. The 10bit444 encode with pixels preserved would then be the preferred one for everyone, because particular people could just use whatever filters they wanted to.
I don't know if that's been implemented anywhere though?
I have used Helvetica, Lucida Sans Regular, Arial, Aquafont, MS Gothic, and Mikachan.
There is no regulation which font you should use. There are guidelines though: It should be readable, neat, and not very subject to chroma supersampling artifacts that may make narrow lines unreadable. It should also be in a neutral, rather desaturated color, and not e.g. dark red or blue. And obviously, it must be able to represent all characters of your text. Hence you need e.g. a Chinese-capable font if you want to present a Chinese author's name.
And it should be placed 1) near the beginning of the movie and 2) in a section that will not be skipped over if one chooses to jump over / cut out the intros; possibly meaning two or more instances of the subtitles. Additionally, it should never overlap with any interesting content, such as onscreen actors or platforms that the actors may soon interact with.
Why there is no video-tutorial for encode of TASes? I searched and there are only two: The one from sonicpacker and the other from me. But we don't use AVISynth and VirtualDub, we use Sony Vegas Pro.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Vegas Pro isn't a proper encoding program. It's for post-production video editing. To learn how to make proper encodes, look here: http://tasvideos.org/EncodingGuide.html
I was mentioning why there is no video-tutorial for Encoding in YouTube. Many people want to be encoders, but using the scripts properly take a lot of time, and with video can easily half that time.
Joined: 11/22/2004
Posts: 1468
Location: Rotterdam, The Netherlands
Ah, well, Youtube is easier because it re-encodes everything you upload.
If you're able to make a decent encode with Sony Vegas (add a logo and subtitles; the requirements are mentioned in the link) and export it in good quality, then it might be usable. But you'll have to figure that out yourself, and I can tell you right now that it might not work out that well.
Using VirtualDub isn't that difficult, I suggest you use that instead.
Well, I use Sony Vegas 'cause I have been working more time with it (For 1 year). It came out with decent quality and already learn how put logo and subtitles. Here is one that I make for a submission here: http://www.youtube.com/watch?v=7lZE8XfpcDU
Joined: 10/28/2007
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Location: The dark horror in the back of your mind
ThatGugaWhoPlay wrote:
Why there is no tutorial for encode of TASes?
We have an [wiki EncodingGuide]encoding guide[/wiki]. If you don't want to use the techniques we outline there, you're welcome to come up with an alternate approach that meets the [wiki EncoderGuidelines]Encoder Guidelines[/wiki].