Quality - Part 1 ...
Firstly before I get into quality, a quick demo update ... 28 ... this now includes some Assault runs but still no CTF runs.
OK onto quality.
For me this is what should make up a large part of your movie making time.
Its one thing to have great frags and great cams, but if the final quality is poor then no one will notice.
First thing to work out is how you are going to capture, for this you have 2 options.
First one is to use something that will dump frames to bitmaps (eg. movieunreal++), second one is to use something that interfaces with the graphics API (eg. Fraps).
Now, wherever you go people will frown upon Fraps saying that quality is bad or that there are framerate problems. Fortunately I have no such problems. This may be luck or it may be down to spending time working out resolutions and configs and limitations.
Because I don't have any of these problems I can choose which solution is best for me which can easily be worked out with pros and cons.
Movieunreal++ Pros:
- Can slow game engine down to do frame-by-frame output up to around 240fps
- Can output to uncompressed bitmap, compressed jpegs or avis (not that I've ever had avis work)
- Does not record sound
- When slowing the engine down can cause inconsistencies (rockets going through people, projectiles not hitting the player when they do etc)
- When capturing the colour is not WYSIWYG, generally it is dark which means you then have to post-process
- Slow
- Records sound
- Colour is much closer to WYSIWYG
- Fast recording of clips
- Requires a fast PC
- Needs a lot of messing about to get the right fps
- Can do any fps but I've never managed better than 60
- If your PC cannot keep it, fps fluctuates rather than the game engine slowing down
Combining slomo 0.5 (game speed is half speed) and capturing at 60fps with Fraps gives me 120fps realtime playback.
I do not have to post-process colouring, nor do I have to wait for clip rendering. I also do not have to post-record the sound and match it up to the clip.
If you can get Fraps to work for you, demo capturing time I would guess is cut by between 500% and 1000%.
For the people who say Fraps is bad quality, I submit to you the 2 videos I've previously done.
Phoenix Alliance was totally done with Fraps and its quality is far greater than Revisionistic.
As you will also see in Revisionistic I suffer badly from rockets going through players.

2 Comments:
Interesting rundown of the pros/cons of both approaches. If most people avoid Fraps I think it's mostly because of framerate issues.
In terms of quality, there shouldn't be a difference since Fraps taps directly into whatever graphics API you're using, in essence making it WYSIWYG. The gamma problem with using MovieUnreal is probably due to a problem between the renderer and the graphics driver.
Also, one interesting thought is that Fraps might have an advantage when it comes to recording action. MovieUnreal slows down the engine to dump individual frames. Fraps, on the other hand, probably records things as they are, picking up mixes of frames. This might actually make the motion smoother with a natural blur like you'd get with a DV cam. I wouldn't know how to test this though.
Each fraps frame is crystal clear, there is no blurring. The API handles everything on a frame by frame basis as well, if you were recording the screen with a camcorder then its possible you would then see blurring.
With regards to blurring as well, that will be a subject I touch on shortly.
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