It is not 200 frames per second (fps), but each 200 frames is inserted a key frame. Doesn't matter anything, if it is really lossless coding. If coding lossy, e.g. mpeg, then quality will be worse with larger keyframe distance, because it encodes the differences lossy, but full keyframes. Lower keyframe distnace is useful for faster navigating inside the movie.
You don't need more than max. 50 fps (25 is still ok), because the human eye is not fast enough to see any difference with higher fps.
@frankbuss Thanks for the reply! The Keyframes are indeed set at 200 frames, but also note the 5 millisecond capture rate (1000 / 5 = 200). Important to note: it all gets baked down to 30fps after we render. One nice thing about CamStudio is the flexibility of framerates from overkill to timelapse!
@whisk0r Sorry, I didn't noticed it :-) But most TFT displays have 60 Hz anyway, maybe 100 Hz for TV displays, so what is the point of recording with 200 fps? Maybe try to do a blind test: record the same scene from SL with 200 fps and 50 fps and try to say which one is better, without knowing which one you are watching. And take a look in single pictures mode in a recording with 200 fps. Would be interesting, if there are really that fast update rate, or just 4 times the same picture in a row.
@frankbuss In my tests, I've noticed that the file sizes on the captures are as expected for full motion video types of captures, and very tiny for say UI capture. I believe that particular codec only bothers saving 'changes' to the frame. So what I'm getting with the fast frame rate is highly response capture rate where it's needed, paired with small file sizes on UI captures. For full motion things I bring the rate down to keep the files smaller.
@frankbuss I'm going to be doing some more experiments for capturing longer videos of Minecraft - for those I'll totally have to use a much lower frame rate. Maybe we'll put together a video using a few different options for comparison.
It is not 200 frames per second (fps), but each 200 frames is inserted a key frame. Doesn't matter anything, if it is really lossless coding. If coding lossy, e.g. mpeg, then quality will be worse with larger keyframe distance, because it encodes the differences lossy, but full keyframes. Lower keyframe distnace is useful for faster navigating inside the movie.
You don't need more than max. 50 fps (25 is still ok), because the human eye is not fast enough to see any difference with higher fps.
frankbuss 10 months ago
@frankbuss Thanks for the reply! The Keyframes are indeed set at 200 frames, but also note the 5 millisecond capture rate (1000 / 5 = 200). Important to note: it all gets baked down to 30fps after we render. One nice thing about CamStudio is the flexibility of framerates from overkill to timelapse!
whisk0r 10 months ago
@whisk0r Sorry, I didn't noticed it :-) But most TFT displays have 60 Hz anyway, maybe 100 Hz for TV displays, so what is the point of recording with 200 fps? Maybe try to do a blind test: record the same scene from SL with 200 fps and 50 fps and try to say which one is better, without knowing which one you are watching. And take a look in single pictures mode in a recording with 200 fps. Would be interesting, if there are really that fast update rate, or just 4 times the same picture in a row.
frankbuss 10 months ago
@frankbuss In my tests, I've noticed that the file sizes on the captures are as expected for full motion video types of captures, and very tiny for say UI capture. I believe that particular codec only bothers saving 'changes' to the frame. So what I'm getting with the fast frame rate is highly response capture rate where it's needed, paired with small file sizes on UI captures. For full motion things I bring the rate down to keep the files smaller.
whisk0r 10 months ago
@frankbuss I'm going to be doing some more experiments for capturing longer videos of Minecraft - for those I'll totally have to use a much lower frame rate. Maybe we'll put together a video using a few different options for comparison.
whisk0r 10 months ago