Speed Runs
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- Nullpointer
- Staff
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- Joined: Sun Aug 10, 2003 3:29 pm
I've made a tool that's way better for recording Giants demos than Fraps is. It dumps Giants' object storage to disk (and, in order to save space, for following frames just the difference to the preceding frame). For a typical single player mission running at 40 fps this gives 0.25 to 0.4 MB per second, quite too much but much less than typical Fraps recordings. While working quite well it has a number of drawbacks, e.g. playback speed is dependent on the frame rate.
Does this tool also work with the GeForce 3 version of Giants or standard versions of Giants patched with the DX8 renderer? If so, this would be a huge help to me and anyone else using the DX8 renderer that plans on doing any recording at all. For some reason, Fraps seems to absolutely hate the DX8 renderer and lowers my framerate to 10-15 regardless of resolution or detail settings when recording. I can usually stay above 80 FPS when recording with the standard renderer even at 1600x1200, so I suspect the problem lies more with Fraps not properly supporting the GeForce 3 version of Giants than anything else.
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- Evil Smartie Genious
- Posts: 240
- Joined: Mon Aug 11, 2003 6:37 pm
What do you use to playback the file?Nullpointer wrote:I've made a tool that's way better for recording Giants demos than Fraps is. It dumps Giants' object storage to disk (and, in order to save space, for following frames just the difference to the preceding frame). For a typical single player mission running at 40 fps this gives 0.25 to 0.4 MB per second, quite too much but much less than typical Fraps recordings. While working quite well it has a number of drawbacks, e.g. playback speed is dependent on the frame rate.
- Nullpointer
- Staff
- Posts: 116
- Joined: Sun Aug 10, 2003 3:29 pm
It should work with the GF8 version as it records the game's state *before* it is passed to the renderer.
Demos can (and must) be played back with the same tool.
There's a large number of bugs left but the basic functions are working.
I'll try to make a version that's suitable for public release as soon as possible.
Demos can (and must) be played back with the same tool.
There's a large number of bugs left but the basic functions are working.
I'll try to make a version that's suitable for public release as soon as possible.
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- Evil Smartie Genious
- Posts: 240
- Joined: Mon Aug 11, 2003 6:37 pm
Re: Speed Runs
but how do jou got nulpointer as a 2 kabotos are even not in
That really varies from person to person. Some (insane) people claim that they don't see any flickering at 60 Hz at all, but those of us blessed with eyesight can see it clearly. I would say 75-85 is probably good for 1600x1200 for most people - though I personally consider 75 to be unacceptable, and 85 flickers noticeably for me on the desktop, but not in games. Whatever works for you, I guess.
- RichardMH
- Tel the Obnoxious
- Posts: 737
- Joined: Thu Sep 04, 2003 3:38 pm
- Location: Gothenburg, Sweden
- Contact:
www.hellstrand.org/120.bmp (16colours)
if you are wondering i am using XP but on lowest settings.
by the way, check this out:
www.hellstrand.org/speeed1.bmp
www.hellstrand.org/speeed2.bmp
10Mbit/sec baby!
if you are wondering i am using XP but on lowest settings.
by the way, check this out:
www.hellstrand.org/speeed1.bmp
www.hellstrand.org/speeed2.bmp
10Mbit/sec baby!
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- Evil Smartie Genious
- Posts: 240
- Joined: Mon Aug 11, 2003 6:37 pm