News

60fps

Starting with the Guild Wars run, which began around three or so years ago, I had planned to tentatively fish into producing some projects as 60fps when peformance permitted (I could fraps this game but not DDDA at 60fps, for example). Namely, those that stood to compress favorably. Since Guild Wars wasn't an exceptionally high-motion game, the compression wasn't actually too bad even in the old pipeline. However, the encode times for those segments was monstrous, up to two days or more in some cases per segment.

 

Today, those encode times don't matter anymore, so I will be looking towards producing more applicable runs in 60fps. This will be a significantly higher filesize hike than any of the other pipeline changes I've done combined, so it will be addressed on a per-run basis, but it's a fundamental quality improvement I've wanted to pursue for quite a long time.

<< Go back to the previous page