Re: In-game Capture

mike wuetherick <[email protected]> Fri, 20 Aug 2004 22:21:15 -0700
Newsgroups gmane.games.devel.general
Message-ID <[email protected]>
from what i've found, fraps causes major frame-rate slowdowns while 
recording, unless you have a super-fast machine to record the video, you 
will end up with half or sometimes less the performance of your game 
while you are recording.

this has caused us problems before - the video ends up being alot lower 
framerate than the actual game and caused some negative feedback as a 
result...

i would probably use a normal svideo output out of a videocard and 
capture that on a second machine if (when) we have to put a trailer out 
again rather than use fraps.

mike w
www.realityfactory.ca

Alen Ladavac wrote:
> What we usually do is to record a demo and then play it back off-line with
> fixed time step and take screenshots of that. Then you can import that as an
> image sequence into a movie package of choice. Sound gets ripped in a
> separate pass from that same demo and dubbed onto the sequence. This gives
> perfect AV quality, and doesn't require any extra hardware or software. Of
> course, you need to support demo playback for that... ;)
> 
> HTH,
> Alen
> 
> ----- Original Message -----
> From: "yogiwp" <[email protected]>
> To: <[email protected]>
> Sent: Wednesday, August 18, 2004 11:33
> Subject: [GD-General] In-game Capture
> 
> 
> 
>>How do people record in-game video & audio into .avi?
>>
>>We're looking for software-based solution, and there's too many screen
> 
> recorder
> 
>>utilities out there we don't know where to begin. We need ones that can
> 
> record
> 
>>Direct3D9 and ideally it should cause minimal slowdowns.
>>Also, we'd like to know if there's easy & cheap hardware-based recording.
>>
>>Thanks in advance.
>>
>>
>>Yogi Wahyu Prasidha
>>www.inspiritarena.com
>>
>>
>>
>>
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> 
> 
> 
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