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2012-11-17, 02:23 PM | [Ignore Me] #16 | |||
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And your point is? PS1 vets not acting the same? Anyway, let's stay on topic please. Last edited by Rolfski; 2012-11-17 at 02:33 PM. |
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2012-11-17, 02:51 PM | [Ignore Me] #17 | ||
a tool like this would be awesome!
but sorry to highjack the thread, a tool like this would also demand vehicle boarding animations and visible holstered weapons to play out its full potential and spawn hundreds of brilliant machinimas!
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***********************official bittervet********************* stand tall, fight bold, wear blue and gold! |
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2012-11-17, 07:04 PM | [Ignore Me] #19 | ||
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I'm pretty sure a recording tool like found in many console shooters is well within the scope of PS2. The problem really would be file size however, since it's a matter of recording player movements and actions. That could potentially scale up to be more demanding than simply capturing a boring old video frame by frame. One would also have to load all of the continent to watch the action, even if the tool only records actions done within the player's connection radius (the boundary before the player isn't receiving data from other players beyond it.)
Last edited by Littleman; 2012-11-17 at 07:08 PM. |
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2012-11-17, 10:46 PM | [Ignore Me] #20 | ||||
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2012-11-18, 02:44 AM | [Ignore Me] #21 | ||
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This might be possible. Just record all players/objects within a set area around the recording player (view distance at least) and only the X/Y/Z positions, degree facing, and actions (shoot, weapon swap, reload, standing/ducking) of all objects. There wouldn't be a need to render any of it so no audio or video to inflate the file size (main reason stuff like FRAPS makes HUGE fucking files) just pure data. Kinda like making a demo on a Source game, but at a much grander scale.
Without a need to render anything just get pure data Id bet the file sizes would be next to nothing compared to a standard video recordings a la FRAPS. Only when replaying the demo would things be rendered and given the GB eating audio and video. It could even make for a better FRAPS video because of it not hitting your FPS mid game and just maybe be able to record with a FPS hit all. With no live data feed hogging CPU and RAM there's more to go around. Then again, we could be talking for nothing here. Recording this type of data is fine for server side as they never render anything to start with. Client side might not be able to even try if the code doesn't play nice with a live feed on top of rendering. |
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2012-11-18, 10:06 AM | [Ignore Me] #22 | |||
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Another cool solution for the real die hards could be something in the lines of the Source Filmmaker tool for Team Fortress 2 . It basically allows you to capture game play video and then change everything afterwards. Valve made some pretty cool movies with this. Anyway, I'm curious with what SOE will come up with for this. |
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2012-11-18, 08:04 PM | [Ignore Me] #23 | |||
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2012-11-18, 10:49 PM | [Ignore Me] #25 | |||
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If I had a choice of a demo or video recording, Id go for a demo every time. So much more can be done with a demo with both quality and file size, while not hitting FPS as hard on top. |
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