Rendering to an AVI?
Hi,
I am sure that i remember a discussion about this a while ago, but can't locate it in a search....
Is it possible to render directX to an AVI, as well as or instead of the screen?
If so, would it also be possible to render at speeds slower than the final playback speed? or would it just be some sort of real time capture? a samplegrabber on the whole primary surface or something?!?
Thanks
Si
Rendering movies can really suck the performance right out of any graphics application, since it's so resource demanding. Where you can get away with snapping a screenshot every now and then, taking one *every* frame really pulls it down. I recommend that you try out FRAPS - it's actually pretty good when it comes to recording in-game movies.
Here's an article that explains how to do it:
GameDev: Designing a Screen Shot System
Hope that helps,
Matt Hughson
GameDev: Designing a Screen Shot System
Hope that helps,
Matt Hughson
Thanks, both links are very interesting.
It occurred to me that to produce a good quality video (rather than suffering a huge fps drop during recording), you could enable your app to run slow, allowing time for each frame to be rendered, codec'd and saved, before rendering the next.....
Then when the avi is replayed, it runs at normal speed.
I guess this is sorta stop frame animation meets directX!!!!
It occurred to me that to produce a good quality video (rather than suffering a huge fps drop during recording), you could enable your app to run slow, allowing time for each frame to be rendered, codec'd and saved, before rendering the next.....
Then when the avi is replayed, it runs at normal speed.
I guess this is sorta stop frame animation meets directX!!!!
If you do want to capture video at full rate, I'd recommend implementing a demo recording/playback system first. You'd play the game once, recording user input and stuff via the demo system, until you've got what you want. Then you play back the demo and record the result. That way, you can avoid trying to play the game at 1FPS...
Quote:Original post by superpig
If you do want to capture video at full rate, I'd recommend implementing a demo recording/playback system first. You'd play the game once, recording user input and stuff via the demo system, until you've got what you want. Then you play back the demo and record the result. That way, you can avoid trying to play the game at 1FPS...
I've used a similar "fixed time step" system to render the D3D movie that I'm gonna release to you guys sometime soon [smile]
The final movie is about 45 seconds (900 frames) but took about 2hrs 30mins to render [rolleyes]. Then again, I did run it through the REFRAST with maximum quality settings [grin]
Jack
Quote:Original post by jollyjeffers
The final movie is about 45 seconds (900 frames) but took about 2hrs 30mins to render [rolleyes]. Then again, I did run it through the REFRAST with maximum quality settings [grin]
[lol] That is pretty bad. To bad you didn't have one of these bad boys:
They are good furniture, too.
Quote:Original post by circlesoftQuote:Original post by jollyjeffers
The final movie is about 45 seconds (900 frames) but took about 2hrs 30mins to render [rolleyes]. Then again, I did run it through the REFRAST with maximum quality settings [grin]
[lol] That is pretty bad.
Yup - I checked my setup again this morning, seems that I had the DX runtimes set to debug, maximum validation and maximum output, running on the REFRAST with 9-sample AA and a debug build of my C++ code... [rolleyes]
Quote:Original post by circlesoft
To bad you didn't have one of these bad boys:
They are good furniture, too.
I want one! But I'm not sure about the colour - may not go with my other furniture/decoration...
Quote:jeffers is the emoticon king!
[lol]
Jack
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