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Emulation recording [Help]

Discussion in 'Technical Discussion' started by Loggo, Feb 1, 2011.

  1. nineko

    nineko

    I am the Holy Cat Tech Member
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    A lossless codec that works well with video game recordings is the TSCC codec.
     
  2. SegaLoco

    SegaLoco

    W)(at did you say? Banned
  3. Flygon

    Flygon

    Member
    Precisely.

    Scale up an RGB video by 2x and then use a point based YV12 resampler, chuck in the lossless video encoding, and what the good times roll!... when you get the MP4 onto a site that won't reencode the MP4 and has a supporting player.

    I know it doesn't exactly works 100% of the time due to YouTube's lossy encoding and general scaling shanadigens (Unless you upscale by further integers of 2 and get Original mode, I made a helpful AviSynth script that does this automatically, but you might want to modify it to remove the TASVideos pertaining stuff before you use it[/url] but I guarantee that it still looks pretty damn good when using it on YouTube. Using just the base resolution is stupid, if you want your video to look good, make sure that it's at least 640 pixels wide or 480 pixels tall.

    I just dare you to try watching the below video at 240p mode after you've watched it at 480p mode (Sure, you could view it at Original mode, but admittedly, that is overkill, but the bitrate increase wasn't that much encoding-wise on my end. :v: ).


    Though, YouTube is a horrible medium for transferring videos based on video games anyway, due to the 30fps limit. If you want to keep flickering in, you either got to decimate to 24fps (Keeping some of the effect in) or blend the flickering segments yourself manually. Video encoding. Serious. Bloody. Business.

    If you're going to insult me or otherwise complain about my perfectionist methods, please use AIM, MSN, or Skype, a forum based argument is just going to end up with one of us (probably me :p) being banned due to my fanatical opinions. Also, yes, I'm aware the Earthworm Jim video has flickering artifacts (Due to the 30fps decimation required), this was before I figured out that using 24fps decimation was a good idea, and blending that game would have been horrifying to perform. None-the-less, when you go to the Andy Asteroids segments inside the run, compare between the modes, you'll see drastic changes between the modes simply because those levels disagree completely with video codecs. Use Original mode, I just dare ya! Of course, if you wanted codec poison that will make 1080p mode look terrible (I lacked access to Original mode at the time, so the video is a bit old, but the principles are the same due to similar bitrates), Da Aztex! actually manages to force YouTubes reencoder to cap at 30 megabits a second. I hope you have Fiber Optic.
     
  4. Meat Miracle

    Meat Miracle

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    And exactly what settings do you use so the colorspace conversion does not affect the original megadrive colors?
     
  5. Flygon

    Flygon

    Member
    Wanna MSN?
     
  6. Meat Miracle

    Meat Miracle

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    The codec won't work in itself, only if you have Camtasia installed as well (it begs the question, why the hell can you download the codec separately then?).

    OK, explain what I have to do with a Kega avi for this. I'm using ffdshow with virtualdub. The video saved by Kega is already scaled up 2x, so the 4:2:2 chroma is not an issue (for most games). However, I get color mismatch all the time after encoding - for example, RGB 132, 0, 33 ends up as 131, 1, 31 after encoding. How do I fix this?
     
  7. HighFrictionZone

    HighFrictionZone

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    I imagine that the codec is so that you can then play videos recorded using TSCC. So for recording, yeah, you need Camtasia installed. But for playback, you merely need to distribute the codec.
    At least, that's what all the documentation on the subject that I can find say.
     
  8. Flygon

    Flygon

    Member
    So this is after downconverting into the YV12 colourspace using a point based filter? The explanation is simple, there is rounding errors abound with YV12 reduction, even with supposed RGB accuracy (The same issue would actually happen with the YV24 colourspace, even despite being able to cover the entire RGB24 colourspace). Basically, since the values aren't actually stored as raw RGB, the player has to convert them into RGB to display them. This is quite easily subject to errors being made when converting into the RGB colourspace, but I wouldn't consider being just one value off a significant threat. :)

    tl;dr: It is impossible to have the correct RGB colours being outputted because of the way non-RGB colourspaces need to be converted to RGB.