Banned User, Former player
Joined: 12/23/2004
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For the record, I personally think that games that are half-height resolution (see Crash Bandicoot) could use a 2x-height stretch (not filter.). Although I would still prefer letterboxing according to the highest size in the video on top of that :)
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mz
Player (79)
Joined: 10/26/2007
Posts: 693
Xkeeper wrote:
For the record, I personally think that games that are half-height resolution (see Crash Bandicoot) could use a 2x-height stretch (not filter.).
More like 1.6x-height filter stretch, I think. Crash Bandicoot uses 240 where it should be 384.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Skilled player (1636)
Joined: 11/15/2004
Posts: 2202
Location: Killjoy
Saturn wrote:
moozooh wrote:
Do you really believe it's alright to claim that people are wrong without proving it and expect everyone to take your words for granted? If it is so, I'm afraid you need to grow up a bit.
Before bashing other people for no reason, you should actually look at yourself and your own mistakes at first, smarty. Just a suggestion.
I can't tell if Saturn is a genius that has been pulling our leg the entire time, and he is a master of meta-humor. I mean, he posts so infrequently, so to show up in this topic with this response is the ultimate joke. If so, bravo. This was freaking hilarious. If he was actually serious, he has to be seriously functionally impaired.
Sage advice from a friend of Jim: So put your tinfoil hat back in the closet, open your eyes to the truth, and realize that the government is in fact causing austismal cancer with it's 9/11 fluoride vaccinations of your water supply.
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Saturn needs to reconsider whether he's worthy of using "smarty".
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
mz wrote:
Xkeeper wrote:
For the record, I personally think that games that are half-height resolution (see Crash Bandicoot) could use a 2x-height stretch (not filter.).
More like 1.6x-height filter stretch, I think. Crash Bandicoot uses 240 where it should be 384.
Reason I say "stretch" is because the real hardware, as far as I can tell, doesn't do that. Filtered it'd just look weird.
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Editor, Active player (296)
Joined: 3/8/2004
Posts: 7469
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512x240 games should be encoded at 512x240, still with 4/3 aspect ratio indication. This way they get displayed at proper aspect ratio (i.e. filling the full screen on 4/3 monitors), while still not suffering any scaling-related quality degration while encoding. A pity screenshots cannot be aspect-ratioed. Those need to be scaled I guess.
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
moozooh wrote:
Do you really believe it's alright to claim that people are wrong without proving it and expect everyone to take your words for granted? If it is so, I'm afraid you need to grow up a bit.
Says the person whose "math" tells that since the larger image has more pixels, all logic says that it cannot be compressed as small as the original image, and makes a condescending post saying so. Your knowledge of math seems to be in par with my ability to remember the exact circumstances of something I did many years ago.
Joined: 11/11/2006
Posts: 1235
Location: United Kingdom
Warp wrote:
moozooh wrote:
Do you really believe it's alright to claim that people are wrong without proving it and expect everyone to take your words for granted? If it is so, I'm afraid you need to grow up a bit.
Says the person whose "math" tells that since the larger image has more pixels, all logic says that it cannot be compressed as small as the original image, and makes a condescending post saying so. Your knowledge of math seems to be in par with my ability to remember the exact circumstances of something I did many years ago.
Rather than criticize people, perhaps you should be providing proof. Like, a quote from a reputable source that backs your claim up, or encodes demonstrating it. I would quite like to see this, as if you are in fact telling the truth then it would be interesting to know.
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
How about these: http://kapsi.fi/warp/media/JanKenPo-640x480-400kbps.avi http://kapsi.fi/warp/media/JanKenPo-320x240-400kbps.avi http://kapsi.fi/warp/media/JanKenPo-320x240-300kbps.avi Of course it's difficult to say in an absolute scale which one of those has the worst mpeg compression artifacts, as it's rather subjective, but I would dare to say that the two 400kbps videos have at least a rather comparable amount of them. The 640x480 video has more detail in it because of the higher resolution without, IMO, adding significantly to the amount of compression artifacts.
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Joined: 8/4/2005
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There's an option that's supposed to calculate the amount of added noise objectively (as close to it as possible, anyway), it's called PSNR. Add :psnr to your mencoder string and compare the values. Btw, the 640x480 encode looks slightly worse at 320x240, as expected.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Banned User, Former player
Joined: 12/23/2004
Posts: 1850
Bisqwit wrote:
512x240 games should be encoded at 512x240, still with 4/3 aspect ratio indication. This way they get displayed at proper aspect ratio (i.e. filling the full screen on 4/3 monitors), while still not suffering any scaling-related quality degration while encoding. A pity screenshots cannot be aspect-ratioed. Those need to be scaled I guess.
Then you run into the problem of: What is scaled? A media player might see "512x240", create a 512x240 viewing area, and then promptly downscale the sides so that the video is 4:3 without increasing the height. I greatly prefer pre-scaling to correct size over trusting software to do it, but bleh.
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mz wrote:
Most 3D games on the PS use 512x240, which makes screenshots look really bad: http://i39.tinypic.com/zu4014.png http://i42.tinypic.com/29ekms4.png http://i44.tinypic.com/24npvlz.png
turned img to urls. Is it just me, or do these look very similar to fields captured from a camera before they are interlaced? The playstation doesn't do anything like interlacing, does it?
<adelikat> I am annoyed at my irc statements ending up in forums & sigs
Banned User, Former player
Joined: 3/10/2004
Posts: 7698
Location: Finland
moozooh wrote:
Btw, the 640x480 encode looks slightly worse at 320x240, as expected.
Note that the 640x480 version has truly more pixel information than the 320x240 (because the former is not just a scaled-up version of the latter), yet it still manages to be rather competitive in quality (even surpassing it) at approximately the same file size. Even if there are more compression artifacts (which is a rather subjective opinion), it's only slightly, as you say. Nowhere near as much as quadrupling the amount of pixels per frame (with truly more information in them) could lead some people to believe.
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Stupid question: how do you get the exact (real) resolution of a game ? (and their menu/fmv ect...) Maybe im blind but i could not find how in this topic
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My method: Take a screenshot with F12 and check its dimensions. It will be in the "snap" folder.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
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Warp wrote:
Note that the 640x480 version has truly more pixel information than the 320x240 (because the former is not just a scaled-up version of the latter), yet it still manages to be rather competitive in quality (even surpassing it) at approximately the same file size. Even if there are more compression artifacts (which is a rather subjective opinion), it's only slightly, as you say. Nowhere near as much as quadrupling the amount of pixels per frame (with truly more information in them) could lead some people to believe.
You're right that 640x480 carries more pixel information. However, the original claim was, citing, "using a larger resolution with the same bitrate does not decrease the quality of the video". Which was something that had not happened in the example. It was the reason I compared the videos at lowest common denominator resolution, where pixel information and quality of scaling couldn't be factors in comparison. There is more to that, though. Your example was a fragment from anime, with very little details in most frames. It concealed some of the compression artifacts which would inevitably have appeared if most of the image wasn't made from gradients and/or entirely monochromatic areas. 2D (and software-rendered 3D) videogames, however, carry useful information at pixel level most of the time, so a 4:1 increase in information doesn't make it "more of the same". Which is why it is best to encode videos at a resolution the main amount of pixel graphics is displayed in: pixel graphics scales horribly, because it's integer by nature. Any attempt to resize it by a non-integer factor will inevitably produce blurring and rapid image degradation.
Warp wrote:
Edit: I think I understand now: It's my avatar, isn't it? It makes me look angry.
Joined: 10/20/2006
Posts: 1248
I agree that the fact that anime was used should have had an influence on the result. The filter used to scale it up has probably caused the image to look subjectively better because more colors where used. I guess depending on the flaws of the used compressing algorithm, scaling the video up could also lead to better results in some cases. Still, it seems this debate is leading to nowhere. I'd consider asking an expert.
Post subject: Audio plugins
Spikestuff
They/Them
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I really want to point something out in encoding 'cause I thought this was unique and nice... and this is probably the 50th million time I'm re-encoding Crash 2 *sigh*. Using Sounds (3 versions) can show off different effects: TAS sound plugin 0.2 (default): - Choppy like hell - When finished doesn't go on (Cortex's Dialog) Seal Audio Driver - Captures most of the audio - When finished doesn't go on (Cortex's Dialog) Pete's MIDAS Audio Driver - Captures most of the audio (bit more than seal) - When finished doesn't go on (Cortex's Dialog) Why am I pointing out all this? Well if I was ever to re-encode another game, TAS sound plugin doesn't have to be the only one I can use, instead I can just use another one that can sync. (so sadly no P.E.Op.S. DSound Audio Driver 1.x (or Eternal SPU Plugin 1.xx) = 100% perfect on sound... but still useable for intros and credits (especially Crash 2)), one that can actually produce better sound than nothing at all. I'm just pointing it out there. Edit: And yes this is technically relevant because it has the word ENCODING in it (just if someone goes to me and writes something about this being a screenshot area)
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