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Artix74 posted:I record a GBA game (240x160 native resolution, which is what VBA spits out), and what I do is use something like VirtualDub Mod (though I think AvsPMod is recommended now) to get the screenshots, and then just batch resize them with Irfanview after I have them all. So I will need Avisynth, that's one question figured out. How would I go about batch resizing all my screenshots, as someone who is only passingly familiar with what that means. (I've worked with .bat files before if that's what you mean, but otherwise I'm a little confused.)
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| # ? Jun 6, 2012 15:59 |
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| # ? May 24, 2013 00:12 |
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Monathin posted:Will I need to upscale it in something along the lines of AVISynth in order to get it to look not blurry at anything other than native DS resolution, and how easy would that be as someone who's never worked with AVISynth? code:Alternatively, it's fairly easy to grab frames in VirtualDub and just resize those. (Ctrl-1 copies the current frame to the clipboard.) Xenoveritas fucked around with this message at Jun 6, 2012 around 16:02 |
| # ? Jun 6, 2012 16:00 |
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Xenoveritas posted:Fairly easy: Okay, that was what I was thinking was easiest to do - resize using AviSynth, then grab the screens with Irfanview, I will try that. It does keep the sharper edges, then? That's my main concern.
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| # ? Jun 6, 2012 16:02 |
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If you ask me, the easiest is grabbing AvsPmod, opening an Avisynth script in that, setting the screenshot shortcut key to Enter, and then just go through the video with the arrow keys / PgUp/Down and taking screenshots with double-pressing Enter.
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| # ? Jun 6, 2012 16:05 |
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^^ This. AvsPmod is awesome because you load the AVI, you can do your resizing and cropping with AviSynth itself and thus not have to bother doing it in batches with IrfanView, and then you take the screenshots in AvsPmod itself with just two keystrokes. It'll auto-save as the frame number, which is handy. I still use IrfanView as a batch renamer to rename everything as "001," "002," etc. but you can just rename all the frames as you go if you wish.
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| # ? Jun 6, 2012 16:06 |
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Yeah, I was half thinking about grabbing AvsPmod for this, too. Especially since it works with AviSynth. Thanks so much for your help, guys. I'm going to go fiddle around with that and see if I can't make some progress. You've all been a huge help.
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| # ? Jun 6, 2012 16:08 |
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I'm having trouble syncing my commentary to my video. I do the whole "say this just at this mark" thing and everything seems to go fine, but then things get messy for some reason. I remember saying something just before or just after someone in the game speaks, and in the commentary I intrude on their lines. I shift things just a second or two so I'm not intruding, and now there's the same thing happening in another spot down the line. I basically have to go through the entire commentary and game audio merge, shifting my audio back and forth.
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| # ? Jun 6, 2012 20:16 |
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Xander77 posted:I'm having trouble syncing my commentary to my video. If you're only recording yourself then I'd suggest swapping out your mic if it's USB and you have a spare. Occasionally USB mics can develop a processing delay for no immediately obvious reason. Sometimes reinstalling the driver helps that but not always.
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| # ? Jun 6, 2012 21:54 |
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Solo commentary, a regular microphone :/
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| # ? Jun 6, 2012 22:18 |
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You could try speeding up or slowing down your commentary by a very small amount and check if that helps. If the sync is still off after that, you probably lost frames or samples somewhere during recording. Did you record the video at the same time as your commentary? What codec did you record your video in? How fast are your computer and HDD, and were you capturing console footage or playing a PC game? Further details could be useful.
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| # ? Jun 6, 2012 22:25 |
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I'm Win7 64-Bit, using Avisynth (with FFMpegSource2 plugin), and VirtualDub. Avisynth is really the only part I think is relevant. I've got two seperate Avisynth timer problems. Whichever we can straighten out is fine, I only need one to work. 1: When first working on a timer, I was given this strip of code (which I've modified slightly): pre:function counter(clip clip, int n)
{
n = n / clip.framerate()
day = int(n / 86400)
days = string(day)
days = strlen(days) < 2 ? "0" + days : days
n = n - day * 86400
hour = int(n / 3600)
hours = string(hour)
hours = strlen(hours) < 2 ? "0" + hours : hours
n = n - hour * 3600
min = int(n / 60)
mins = string(min)
mins = strlen(mins) < 2 ? "0" + mins : mins
n = n - min * 60
sec = int(n)
secs = string(sec)
secs = strlen(secs) < 2 ? "0" + secs : secs
ms = string(int(1000 * (n - sec)))
ms = strlen(ms) < 2 ? "0" + ms : ms
ms = strlen(ms) < 3 ? "0" + ms : ms
clip.subtitle(mins + ":" + secs + ":" + ms, align=5, x=640, y=372, font="Upheaval TT BRK", size=40, text_color=$ffffff, first_frame=1)
}
VID =IMPORT("R2G2.avs")
VID = animate(1187,VID.framecount(), "counter", VID, 0, VID, VID.framecount()-(1321))
VID
Now, I scarcely understand this code and can't decipher what is wrong. Any ideas? 2: When that came to light, I eventually found the ShowTime function in Avisynth, I tried putting together a normal timer, and that seems to keep correct time. However, now I'm getting a graphical glitch that I didn't get before. You can see an example here. It seems like it is failing to erase the characters when the timer displays more narrow characters. Here's the relevant code for this one: pre:LoadCPlugin("C:\Program Files (x86)\AviSynth 2.5\plugins\ffms2.dll")
Import("C:\Program Files (x86)\AviSynth 2.5\plugins\FFMS2.avsi")
function CCSource(string filename) {
return FFMpegSource2(filename, vtrack=-1, atrack=-1).ChangeFPS(30)
}
L1 =IMPORT("L-L1.AVS")
V1 =IMPORT("V-L1.AVS")
AUDIO =WAVSOURCE("L1AUDTRIM.WAV")
TRIM(AUDIODUB(STACKHORIZONTAL(L1,V1),AUDIO).ShowTime(offset_f=-1182, y=30, font="Upheaval TT BRK", size=30, text_color=$FFFFFF),0,11383)
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| # ? Jun 7, 2012 03:59 |
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Magnetic North posted:The problem is: This timer runs slow. Someone in the thread noticed it, and I confirmed the timer loses about 1/3rd of a second for ever real minute that passes. pre:VID = animate(1187,VID.framecount(), "counter", VID, 0, VID, \ VID.framecount()-(1321)) So if I just arbitrarily say the clip is 3000 frames long, you've told it to animate for 3000-1187 = 1813 frames and then display a timer from 0 to 3000-1321 = 1679 frames. So the timer will slowly count to 1679 frames over 1813 frames. (Thereby being 134 frames slow at the end, or about 4.5 seconds assuming 30FPS.) The fix is just to change the line to: pre:VID = animate(1187,VID.framecount(), "counter", VID, 0, VID, \ VID.framecount()-(1187))
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| # ? Jun 7, 2012 04:11 |
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Admiral H. Curtiss posted:Did you record the video at the same time as your commentary? What codec did you record your video in? How fast are your computer and HDD, and were you capturing console footage or playing a PC game? Further details could be useful.
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| # ? Jun 7, 2012 08:07 |
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What does your AviSynth script look like?
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| # ? Jun 7, 2012 10:35 |
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So, since I've been loving around making a few videos for the Dark Souls wiki, I figure I might as well try to get some video quality advice here before I start trying to record for an LP. http://www.youtube.com/watch?v=Ww_VKM2hkmw Does anyone know a way I might be able to improve on this video quality? I'm recording on an SD capture card (Dazzle DVC100) using S-video, and upsizing it to 720 in the hopes that youtube won't poo poo all over it. Deinterlacing as it records though a Vdub filter using Yadif. Encoded with x264 at 4000 bitrate (2pass). Currently my entire avisynth script looks like this: code:
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| # ? Jun 7, 2012 11:20 |
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MoonwalkInvincible posted:I'm recording on an SD capture card (Dazzle DVC100) using S-video, and upsizing it to 720 in the hopes that youtube won't poo poo all over it. Deinterlacing as it records though a Vdub filter using Yadif. Encoded with x264 at 4000 bitrate (2pass). Currently my entire avisynth script looks like this: Stop using a Dazzle. Stop it. Stop. (this is me nitpicking, also the dazzle is nasty-rear end) toddy. fucked around with this message at Jun 7, 2012 around 12:20 |
| # ? Jun 7, 2012 12:18 |
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toddy. posted:Stop using a Dazzle. Stop it. Stop. (this is me nitpicking, also the dazzle is nasty-rear end) No you're right, it's totally bad, but getting something better than a dazzle would require money that I don't have right now (because I spent it on a Blue Yeti).
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| # ? Jun 7, 2012 12:22 |
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How long do saved pictures last on lpix? I thought about using imgur for my screenshotting needs, but they apparently have a cap on how many pictures I can upload.
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| # ? Jun 7, 2012 12:38 |
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CommissarMega posted:How long do saved pictures last on lpix? I thought about using imgur for my screenshotting needs, but they apparently have a cap on how many pictures I can upload. I believe Baldurk has committed to making them available for as long as the LP Archive exists, which will hopefully be many centuries. If you're putting images in LPs and not using LPix, you're pretty much doing it wrong. njsykora fucked around with this message at Jun 7, 2012 around 13:12 |
| # ? Jun 7, 2012 13:10 |
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Ah, that's good to hear. I was under the impression that they were temporary affairs. Thanks!
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| # ? Jun 7, 2012 13:13 |
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Xander77 posted:merge with avisynth / megui. It would be much more reliable to use VirtualDub to save the game audio off as a wav, then opening the game audio in Audacity and adding your commentary in a second track. You can then do whatever fine-tuning you need to inside Audacity and have it save off the final audio track. You can then re-attach the audio to your video by using AudioDub() in avisynth or simply scheduling a new mux step in megui, which will replace the audio track and take like 2 minutes to complete. As long as you leave the game audio's length strictly alone in audacity you'll never have any problems with the re-mux.
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| # ? Jun 7, 2012 14:09 |
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CommissarMega posted:Ah, that's good to hear. I was under the impression that they were temporary affairs. Thanks! Yeh I don't ever plan on deleting lpix images. If that policy changes in the future it won't be retroactive (so existing images will be safe). But I don't expect that to happen, I'm just covering my rear end. I can't promise the images won't disppear if I die or the server explodes or I explode or something.
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| # ? Jun 7, 2012 14:30 |
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baldurk posted:Yeh I don't ever plan on deleting lpix images. If that policy changes in the future it won't be retroactive (so existing images will be safe). But I don't expect that to happen, I'm just covering my rear end. It's just that I assume you'd need a billion tyrillion gazillion terabytes of space to make room for all the LPs and test LPs out there.
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| # ? Jun 7, 2012 14:31 |
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Images aren't that big. The newest LPix image I could quickly find has ID #673681, so assuming 1 MB per image (which is probably higher than the actual average), it's only 674 GB of images so far. Not even a Terabyte.
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| # ? Jun 7, 2012 14:51 |
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That estimate is off by an order of magnitude [number in bytes]: $ du -s /raid/lpix.org 75852824 /raid/lpix.org That does mean most people have pretty good sized images, which makes me happy . There was one guy who uploaded all bmp files, but I think after I pointed it out he fixed that.Currently lpix has a total of 655,863 images (as of this posting). The user with the largest collection of images totals a little over 2.6GB, with another at a little under 2GB and then several more trailing behind that. The most prolific user has over 35,000 images, and the most wasteful user (discounting users with only a handful of images skewing the average) has an average size of 1.3MB per image.
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| # ? Jun 7, 2012 16:10 |
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Coolguye posted:Think I found your problem there. AviSource("C:\Fraps\Grickle1.avi") + AviSource("C:\Fraps\Grickle2.avi") video_clip = AviSource("C:\Fraps\Grickle1.avi") + AviSource("C:\Fraps\Grickle2.avi") audio_clip = wavsource("c:\fraps\grickle2.wav") AudioDub(video_clip, audio_clip) ConvertToYV12() Girckle2.wav is the merged game audio/commentary track.
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| # ? Jun 7, 2012 17:55 |
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Xander77 posted:That is what I'm doing. Sorry if that was unclear. The first line is redundant. What you're doing here is telling Avisynth to load up a video and start playing it, and right after that you define the same video as video_clip. This won't solve your audio desyncing issue though, unfortunately. From the looks of it the source of the issue doesn't lie in your Avisynth script, that I am fairly certain of. Captain Flame Guy fucked around with this message at Jun 7, 2012 around 18:03 |
| # ? Jun 7, 2012 17:59 |
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Xander77 posted:That is what I'm doing. Sorry if that was unclear. Presumably the issue is that your video/commentary has either: a) a gradual desync when recorded, eg, when played back, for every 1000 seconds of video, only 995 seconds of your commentary ought to be played and needs to be stretched to cover 1000 seconds. b) a sporadic unquantified desync, where the first 100 seconds of commentary might apply to the first 90 seconds of video, and the next 100 seconds might apply to 97 seconds of video. Did you do live commentary, or, did you play your video back in a player while recording post commentary all in one go via audacity? If the latter, which player? Are you playing back eg your main base recorded video? If so, presumably it's in either fraps codec or raw? If you have gradual desync, you should be able to time stretch your commentary slightly to make things line up, but shifting it around obviously wouldn't work. If you have a sporadic one you're stuck just kind of chopping and manually resyncing your commentary as you go.
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| # ? Jun 7, 2012 18:29 |
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Mastigophoran posted:Did you do live commentary, or, did you play your video back in a player while recording post commentary all in one go via audacity? If the latter, which player? Are you playing back eg your main base recorded video? If so, presumably it's in either fraps codec or raw? quote:If you have gradual desync, you should be able to time stretch your commentary slightly to make things line up, but shifting it around obviously wouldn't work. If you have a sporadic one you're stuck just kind of chopping and manually resyncing your commentary as you go.
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| # ? Jun 7, 2012 19:31 |
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Xander77 posted:Fraps recorded video playback in windows media player, all in one go. You can use the Change Tempo effect in Audacity to change the length of a selection without changing its pitch (there's also the TimeStretch filter in Avisynth, but audacity is probably better for this). Your best bet is to find something at the beginning of your commentary that you think should be at time T1 in the video - you should have this already since you did an initial sync, and then something in your commentary at another point in your video (ideally towards the end) and call that T2. Then you look at the time between those two points in your commentary, and the two points in the video, and work out how many seconds there are between them and therefore how many seconds they've desynced, and in what direction. If there was a constant, or near constant, time dilation/desync between your commentary and video as it recorded/played, rather than just shift your commentary, you can use the either Change Tempo effect in Audacity to stretch or shorten your commentary to match, or use Avisynth to slightly slow down or speed up your video with one of the change speed functions in the AviSynth tutorial. If you can obtain multiple times in your video when you think your commentary should line up that result in a different rate of desync, then you probably will have to chop your commentary up (select a small, silent bit, and hit ctrl+alt+k, will let you move them separately in Audacity) and try to manually resync each chunk of a minute or so until you fix the problem - in this case there's no constant desync. It could be that playing back the (likely very large) fraps video caused your problem in some way - consider trying a smaller lossy encoding to commentate over - you can just remux the finished audio without having to re-encode your video if you wanted. If you can use change tempo, it might make you sound a little janky if it's much more than a 7 or 8% change, though, especially if you're speeding your commentary up. If that is the case, you might be better tweaking your video slightly.
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| # ? Jun 7, 2012 20:00 |
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So I'm hoping to start grabbing screenshots from video in order to get more precise shots for my LP. I run Fallout 3 at roughly 1600x1200, and my screenshots usually get cropped to roughly 800x600, so the video doesn't need to be of any greater quality than that. Now, here's my concern: I use Fraps. I've read KFJ's guide on converting video to a lower quality and such, which sounds just fine and dandy for my purposes - except I only have a terabyte of hard drive space and cram 3-4 hours worth of gameplay into most updates. How would I go about capturing at an acceptable lossy bitrate from the getgo?
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| # ? Jun 7, 2012 20:02 |
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MoonwalkInvincible posted:So, since I've been loving around making a few videos for the Dark Souls wiki, I figure I might as well try to get some video quality advice here before I start trying to record for an LP. Right off the bat, your aspect ratio is hosed. It looks like your video is intended to be 16:9 which would be 1280 by 720, not 1080 by 720. Other than that, are you splitting the signal anywhere on the line? Are you playing directly from virtualdub while capturing, or is there a splitter sending it to the TV because that causes a HUGE quality hit. Also from personal experience, so does leaving a Composite plug hooked up to a dazzle when you're recording from S-video. I never figured out why this was, but unplugging it always improved the image quality a bunch.
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| # ? Jun 7, 2012 20:04 |
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Lizard Wizard posted:How would I go about capturing at an acceptable lossy bitrate from the getgo? Bandicam might give you some decent results. It does some lossy encoding on the fly, but I am not really sure what it's gonna do to your finished product. If I had to guess I'd guess 'nothing good', because I have not had many good encounters with Bandicam.
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| # ? Jun 7, 2012 20:06 |
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Coolguye posted:Bandicam might give you some decent results. It does some lossy encoding on the fly, but I am not really sure what it's gonna do to your finished product. If I had to guess I'd guess 'nothing good', because I have not had many good encounters with Bandicam. Yeah, see, that's the thing. I want good quality, but on the other hand, I once accidentally took a 1 second video capture of FO3 at ~800x600, and that took up 17MB.
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| # ? Jun 7, 2012 20:12 |
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Lizard Wizard posted:So I'm hoping to start grabbing screenshots from video in order to get more precise shots for my LP. I run Fallout 3 at roughly 1600x1200, and my screenshots usually get cropped to roughly 800x600, so the video doesn't need to be of any greater quality than that. Now, here's my concern: I use Fraps. I've read KFJ's guide on converting video to a lower quality and such, which sounds just fine and dandy for my purposes - except I only have a terabyte of hard drive space and cram 3-4 hours worth of gameplay into most updates. How would I go about capturing at an acceptable lossy bitrate from the getgo? Why not just play at 1280x720 and grab screenshots using fraps' screenshot function and record video during the exciting bits? Fallout 3 has a lot of down time where you're just walking around which I'm sure doesn't need to be recorded.
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| # ? Jun 7, 2012 20:23 |
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MEAT! posted:Why not just play at 1280x720 and grab screenshots using fraps' screenshot function and record video during the exciting bits? Fallout 3 has a lot of down time where you're just walking around which I'm sure doesn't need to be recorded. I'm not going to be changing my resolution (because it works for easy batch conversion of screenshots), but that's actually a phenomenally good idea. Thanks! E: Hell, I might as well not capture sound. Lizard Wizard fucked around with this message at Jun 7, 2012 around 20:47 |
| # ? Jun 7, 2012 20:43 |
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Mico posted:Also from personal experience, so does leaving a Composite plug hooked up to a dazzle when you're recording from S-video. I never figured out why this was, but unplugging it always improved the image quality a bunch. It is likely due to the signal going up the Composite plugs bouncing off the electronics (or air) at the other end and then coming back and interfering with the incoming signal. That is why speakers have an Ohms listed on the back. So, that you can match it up with the proper system to minimize the destructive interference.
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| # ? Jun 7, 2012 20:48 |
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Mastigophoran posted:It could be that playing back the (likely very large) fraps video caused your problem in some way - consider trying a smaller lossy encoding to commentate over - you can just remux the finished audio without having to re-encode your video if you wanted.
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| # ? Jun 7, 2012 21:15 |
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Lizard Wizard posted:I'm not going to be changing my resolution (because it works for easy batch conversion of screenshots), but that's actually a phenomenally good idea. Thanks! You really should be playing at the resolution you intend to post your images or videos in though, no one watching cares about you being able to play it at a high resolution all "they" care about it the media looking good. As far as I can tell you have no reason to play at anything over 720P, so stop it. Edit: Some very quick and rough math gives me about 168 GB for 4 hours of 30 FPS at 720p, so if you have a TB for LPing then you really don't have any reason to downgrade your video before you have time to grabs screens from it. cKnoor fucked around with this message at Jun 7, 2012 around 21:52 |
| # ? Jun 7, 2012 21:46 |
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| # ? May 24, 2013 00:12 |
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cKnoor posted:As far as I can tell you have no reason to play at anything over 720P The LPer's comfort comes to mind.
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| # ? Jun 7, 2012 21:50 |
















. There was one guy who uploaded all bmp files, but I think after I pointed it out he fixed that.




