Showing posts with label app. Show all posts
Showing posts with label app. Show all posts

Sunday, March 18, 2018

First Impressions - Google Play App: "Screen Recorder" by Kimcy929 [App Mini-Review]

This article has been initially posted as Text-Only at this time, to speed up publishing, focusing on a certain issue. I will return to this posting and add more data on Quality and Performance, Screenshots and then eventually Share it on Twitter/Google+/etc... Soon™


[This past Christmas, my father gave me a neat little tablet to play on - Thanks, Dad! I have been enjoying the heck out of it, learning what it does (cough how to use a tablet cough), what applications it can run (I can write a Blog Post laying down!) and of course, what games I can play on it, heh. I hope to give some Tutorials/Walkthroughs and Reviews on Games and Apps from it sometime... Oh wait, here's one now! haha]

The Google Store page for the app, with the 'Play' button removed [I felt it was a bit distracting, making people think there might be a 'video to play' here at The Blog], replaced with The Blog's 'G' brevity logo version.
The Google Play logo in the upper-left will be used to denote images that come 'directly' from the Google Play website/page for the app for these types of App Reviews/Posts (Unedited other than logos or helpful arrows/etc added).


Google Play App - Screen Recorder by Kimcy929



Straight to it: while this app did in fact ‘record the screen’, it could not record the game sounds themselves ('internal' gameplay audio), it only recorded microphone sounds ('external' audio outside the device). While this is useful for some, especially Vloggers, I was personally looking for a screen recorder for my tablet that recorded gameplay and the audio from the game, for Tutorials, Walkthroughs, etc.**

Also, an issue arose where ANY video I viewed after installing this app (even videos I had on my device BEFORE installing it) only came up as a black screen, with the message:


“...Video Is Playing On External Display...”





Now, I had not enabled any such option, nor did I connect any External Displays...

I did some research online and found many people running into this issue with various apps and devices (tablets, phones, etc). Looking at the App configuration in the Settings of my tablet for Screen Recorder, I found this app giving itself the ability to ‘draw over other apps’ (which it can do to create on-screen writing, or arrows, which it advertises that it can do on the Google Play Store page for the app).




This is fine and these features are no doubt useful; however, I could no longer view any videos with the built-in Video Player ("complete action using > Video") - I literally could no longer view any videos I had on my device, at all. [Even with third-party Media Players, such as VLC Media Player, simply viewing any videos was now 'broken'...]

Video playing of the Video portion of Videos on the Video Player that
plays Videos was like, really broken now


Even after disabling this option that it gave itself without prior warning (found in Settings > Apps > ScreenRecorder > DrawOverOtherApps), all videos still came up with just a black screen and that message - that is, just Disabling the Setting did not 'undo' the inability to no longer watch videos in the Video Player. Disabling this setting, then Uninstalling this app, then Restarting the Tablet, fixed the issue [in my case, the only way it was fixed].



While this app does record the screen, allows for microphone use, doesn't seem to affect gameplay performance very much, and seems to have a decent selection of Resolutions and Bitrates (eg. 1280x720, 8000kbps), also having some additional helpful things like drawing arrows on the screen, etc; it does not record 'built-in' gameplay audio - which I personally was looking for** - and it gave itself a power which interfered with normal tablet video viewing afterward... Not only that, but it only recorded a few videos before no longer working, with a message just repeatedly showing up stating, "Unfortunately, Screen Recorder has stopped".




No changing of Settings (of my tablet or the app itself) was able to remedy this or get past it [the message coming up and no video being recorded]. Reinstalling the app made it work again, but after a few recordings, only that message repeating on the screen was the result, once again. Therefore, considering all of the above [but including the fact that the app must have worked for other people, that is, those not running into this 'Screen Recorder has stopped' message problem], this app earned Three Stars at Google Play from me, as of the time of this writing.






Being 'completely free' (No Fee and No Ads), and having a nice selection of 'standards' like Resolution and Bitrate choices, and having 'extras' like being able to draw on the screen; perhaps with some improvements to bugfixing, enhancements to how it handles itself (asking/warning what would happen before utilizing the “Draw Over Other Apps” ability would be helpful to users that might run into a problem with it) and adding the ability to record internal gameplay audio**, Screen Recorder could potentially be a very capable and 'feature-rich' screen recording application.


3/5 Stars
★★★☆☆


This app (and a shortened version of the above Review by The Blog (to fit on Google Play's Review area)) can be found on Google Play, at:

Screen Recorder by Kimcy929
https://play.google.com/store/apps/details?id=com.kimcy929.screenrecorder



[Note: I am not affiliated with Screen Recorder or Kimcy929 in any way, and I have not and will not be compensated by them for writing about them here. I am merely a user of their application and like to help others with helpful information, when I can. The information in this post was obtained on an LG G Pad IV, and therefore might vary slightly from your own experience (Settings, Menus, Performance, Problems, etc) - but I hope that it was still found useful in some way.]


...

** More on this later... I have recently found out that Google has taken away the ability [temporarily?] to record game output AND game audio at the same time ("internal audio") in the latest Android versions - save for a small number of possibilities on LG and Samsung devices. But, I'll cover this at a later time, when I find out more solid details...

Sunday, August 02, 2015

Quick Tip, Workaround: No Audio Recorded in Windows 10 with the Game DVR Recording Application

Just yesterday, I upgraded my system to Windows10. Yes, I took the plunge... I was in the Beta for Windows 10 and have been using it for a while, testing out games for a future article on Windows 10 and Gaming here [Coming Soon™], and today, I tried out the Windows built-in game recording program "Game DVR", to see if could replace third-party game recording applications (such as MSI Afterburner, Dxtory, Bandicam, and more). I am currently working on a longer Quality Test article, going into detail about Game DVR and the recording output it produces; however for now, I quickly wanted to address a problem that I ran into already with Game DVR in Windows 10 (and saw that many online were running into as well): capturing with the app results in no sound/audio in the output file - even if the Audio Setting is "On" in the Settings for Game DVR...


The Audio Settings for Game DVR in Windows 10, showing the Audio as being Enabled

Nothing I did locally on the system seemed to alleviate the issue. Game DVR was recording only video, no audio, in any and all games and applications. Sound was working on the system, I could hear everything - it just did not get created within the output file, produced by Game DVR when I hit "record". Interesting. Just in case, I re-installed Audio drivers and rebooted, re-installed a few test games and tried again. No audio within the recordings from Game DVR. I even tried Disabling and Enabling various combinations of the Input and Output devices listed under the Sound properties. No audio in the recordings from Game DVR still. Interesting.


A typical Game DVR popup ...sorta


As general Troubleshooting steps dictate, once Software has been investigated, if there is no progress, then Hardware should then be looked at. So, I attached a USB Audio Device I had left over from my last set of headphones: a Creative Labs THX-Certified Tactic 3D USB Audio Adapter - and plugged in my headphones into it. Boom. It worked! Game DVR was now recording Audio and including it in the videos created by the app [the game recordings].

The list of Playback Devices in Windows 10, showing that I attached my USB Headset Audio Adapter and unplugged it from my Onboard (built-in to the motherboard) Audio Adapter (the red arrow). Using this device, Game DVR then produced Audio properly within produced recordings from the app.


Detaching the USB Audio Adapter, my Onboard Sound Adapter kicked in automatically (a Realtek ALC1150 with 8-channel HD audio) and I still had sound - but Game DVR no longer recorded any (again, no Audio Track within the recorded file). Re-attaching the USB Audio Device, Game DVR records audio within the recordings once more... So, it seems that it simply does not like my onboard (built-in to the mainboard) audio. That's fine, no hurt feelings, I'll explain it to my motherboard tomorrow. My 'workaround' then?


Install a Sound Card or USB Audio Adapter, to use as an additional audio device - then "Game DVR" will use it to record audio within your game recordings.


Since this isn't really a 'fix', I will post this as a "Workaround", as it is something that an end user will have to do to get the app working as desired. Slash-sigh, I know... Well, until this gets patched within Game DVR, or Drivers get updated [it could possibly be my mainboard drivers, too], or Windows gets an Update that addresses this, I'll just leave a little Suggestion via the Feedback app in Windows 10 to take a look at the Game DVR app - after all, I'm certainly not the only one to run into this (I have seen it come up in a few forums now) - which is why I am quickly writing this post; perhaps someone else may be helped or may be able to at least record their games with Sound, even though it may take extra steps or devices to do so. Hopefully it will work for you, dear reader, as it did for me.


Good luck with it - and See You In The Games!






[Personal Version/Opinion: Obviously, this post is directed more towards those that really, really want to use Game DVR as their main game recording application. It's quite alright if you don't use it or can't at this time. It isn't 'the only game in town' that offers game recording... I myself prefer Bandicam the most and I usually suggest MSI Afterburner to those who want a free program. I also have an old Fraps I purchased years ago that I try out for games that are 'finicky' to record with. I have also tried Dxtory and OBS and others, as well. My point is that Windows 10 'just' came out days ago and trying to use Game DVR in it puts a User 'on the leading edge' of technology. When that happens, there are bound to be problems encountered. This is one. Don't be too upset if you cannot use it yet dear reader, especially when there are so many other options for the same thing. If you are able to get your hands on a second audio device of some sort, great - I hope it works out for you then, as it did for me... Take Care]


Update: A fix was found via a tip from the Official Microsoft Forums - I have personally tested it and it worked for me! That post is the very next one here at the blog.

Tuesday, May 12, 2015

And More: AMD Gaming Evolved App (Raptr) Slider Not Staying On Quality Setting, Reverting To Balanced [Explained]



Yesterday, I posted on the Raptr Support Forums, talking about an issue where I saw that the configurator [I think that's a word, I'm going to use it anyway, in regards to "the main slider that sets the quality setting in the Client"]  would not stay on "Quality", if set for games in the AMD Gaming Evolved Client (which I have begun to use slowly over the past few months).

What I saw was, is that if I changed the configurator to "Quality" for a game, then temporarily selected a different game for a while from the Library list, then went back to the previous game, the configurator would not remain on "Quality" for the previous game but would revert back to "Balanced". Here is an example, using Battlefield:Hardline in the Client App, below:

Animation showing how the Gaming Evolved client does not stay on the desired Quality preference/setting, using Battlefield:Hardline as an example. Click to see Full Size


I asked about this occurrence in the Raptr Forums here, and was told by a Rep there that a Ticket would be opened on my behalf [a 'Trouble Ticket' is a Support mechanism for tracking issues (I was Technical Support for a few companies in my past)]. I received an email from Raptr Support quickly and worked back and forth with them over a short period, testing some games out and how the configurator worked with those - finding that for games such as Hitman:Absolution, Tomb Raider (2013) and Max Payne 3, the slider worked just fine, remaining on the desired "Quality" setting - however, for other games, it 'reverted' back to "Balanced" every time.

It was explained to me by Raptr Support, that for the games where 'the slider reverted back to Balanced after setting the slider to Quality' [my phrasing], it was because there were no actual differences in the settings between "Balanced" and "Quality", for those games where that occurred.

The AMD Gaming Evolved client (Raptr) showing that the configurator indeed remains on the desired Quality setting,
for some games, such as Hitman:Absolution, Tomb Raider (2013) and more. Click to see Full Size


Although the slider may be slightly confusing then (they stated they are working on that), this was mostly my own fault, in my mind, since I was fixating on the seemingly-rebellious slider and I wasn't looking at the settings below (where I would have seen that there were no real differences between Balanced and Quality for those games).

So in the end, as far as the slider 'not staying on the "Quality" setting and reverting to "Balanced" all the time', all was eventually figured out (with the helpfulness of Raptr Support); and even if it wasn't entirely "fixed", I wanted to share these experiences and explanations with you all, especially for those that have run into this exact issue.


See You In The Games!


Saturday, March 14, 2015

Quick Tip: Multitasking with Bandicam (Recording One Program And Looking At Another)


A few days ago, I suggested on the Official Bandicam forum, the idea of being able to ALT+TAB while recording with Bandicam. For instance, if someone was recording a game, and wanted to ALT+TAB 'out' of it, to another application (for example, to look something up in a web browser).

Currently [as of the time of this post], this cannot be done as easily as described - it simply doesn't work that way - hitting ALT and TAB (or hitting the WindowsKey on the keyboard, which is CTRL+ESC) will result in Bandicam ceasing recording (but it can be started again, of course).

However, during initially attempting to multitask with it and doing some testing, I quickly found a way to get it working and wanted to share it with you all [those who don't already know about it] - and here it is:



When recording gameplay with Bandicam, if you switch to running the game in a Windowed Mode, such as Borderless (ie. not a Fullscreen-exclusive mode), you can then ALT+TAB 'away' to another application that is running and Bandicam will stay focused ('locked') on to the game (that is running in Windowed Mode) and continue recording without interruption. 




Until it gets implemented where this can be done with Bandicam and a game running in Fullscreen mode, try this for now and see if it works for you, too.


Have fun recording your gameplay and doing something else at the same time - and See You In The Games!

Saturday, August 23, 2014

It's A Busy Day For Battle.net! (Can't Login To Battlenet Authentication Application Launcher ...Thingy) [Workaround]


Estimated Queue Time: Almost 10 Hours. Hey, I could go to sleep! It's not such a bad thing after all


Just a quick post to let you know, if you are experiencing this right now, that you are not alone. Not by a long shot. Some even have a theory. Even though I am sure this issue will spark another set of debates in forums about 'Always Online Games Versus Offline Games', try not to fret "too much", as Blizzard knows about it and is hard at work on the Blizzard Servers as we speak.

Proof*:
[I can't stop laughing at the jacket ahaha it turned out great]


Hopefully they will fix it Soon™...


Meanwhile, this is a good time to empty out your bathroom bottles at your desk, take the dog for a walk or feed it, take a shower, do some laundry, and many more things that may have been neglected lately due to heavy gaming. In a way, whatever is the cause of this, it is doing us a 'helpful distraction' public service! Sort of. Don't worry, you'll be back Online and Gaming again in no time.

A couple of things you can try for now as Workarounds are: don't use the Battle.Net Launcher/App to Login to your game's account, use the .EXE file that launches the game directly. Then, when it opens up, simply log in there in the game's Main Menu. This seems to work fine.
You can also try going Offline in the Battle.Net Launcher and still be able to hit Play for the game you want to launch, then log in at the game's Main Menu [which is essentially the same as the first Workaround, but saves you the trouble of taking the time to go and locate and execute the game's startup file] - this second way of doing the above was found at the Battle.Net forums, shared by Telkari, here.
If neither of these work for you right now, I just got in to the Battle.Net Launcher, far under the estimated time of queue. Hopefully this will happen to you, too.


See You In The Games!


[UPDATE»»» I was playing D3 using my above method (the first one) to log in... but I tried switching to Hearthstone just now - and it did not work for it...]


*Image Disclaimer: The picture used above was created for parody/satire and is only presented for [very] slight comedic effect. No copyright infringement or defamatory inclination in any form was intended and cannot be inferred. I personally support Blizzard Entertainment Inc. financially as a customer and have done so for many years through my past game purchases/licenses and have been a loyal subscriber for many years intermittently for their always exceptional products and support. This image was merely an attempt at humor and no ill will was meant to Blizzard Entertainment, it's employees, affiliates or partners, in any degrees of association. The picture is not to be utilized as a substitute for medical attention.

Saturday, October 12, 2013

Quality Test - GPU-accelerated H.264/AVC Game Recording with CUDA (with Screenshot Comparisons and Examples)

To perform game recording solely on the videocard, utilizing the high resources of today's little powerhouses sitting in our cases - resulting in high quality video and less lag while recording - sounds like manna from heaven. You might be saying, "Wait, the possibly of lowered performance hit and the possibility of a high-quality recording?.. if this is true, please stop teasing and just tell me now..". Well, dear reader, let me tell you that these things are indeed true [for the most part..].

Beginning with version 1.9.0, Bandicam (a game recording application) included support for utilizing NVIDIA's CUDA for recording your gameplay, touting high speed (less 'lag'), high compression ratio (smaller file sizes) and high quality. All you needed was a CUDA-capable NVIDIA videocard, the latest videocard drivers from NVIDIA, and Bandicam. In the most recent version of Bandicam (1.9.1) they have also included support for AMD's APP ACCELERATION and INTEL's QUICK SYNC. 

For this QualityTest, I took an NVIDIA GPU and put it through the paces of some game recording with the accelerated H.264/AVC codec (as opposed to the CPU-based x264 for example), using Bandicam [which at the time of this writing, to my knowledge, was the only game recording app that could utilize accelerated/gpu-based AVC recording] to test things out. Here are my findings, shared just for you.


An example of an NVIDIA CUDA encoded game recording, this is a frame extracted from the CUDA-produced output file (Unigine Heaven Benchmark Test @ 1080p). Click to see Full Size


Overall, recording with the GPU gave good performance (low performance hit / lag), fairly small file size output, with decent quality [surprising to anyone that has compressed video with CUDA in the past, I know, more info below]. It was only with certain games that the performance suffered (although this may be more the fault of optimization with the game's engine and not NVIDIA's programming) and it was slightly disappointing that the performance wasn't "that much faster" than other codecs [more info at the end about that]. For the most part however, game recording "live" with the GPU and directly encoding to a file using a compatible videocard is indeed nice and fast and produces comfortably-small footprint file sizes.



What file sizes are we talking about here? 



I haven't looked at the specs for the codec and how it's utilized, but from what I can quickly see on the surface, it is using the h.264/AVC codec with my NVIDIA GPU, with Deblocking enabled and with a keyframe/I-frame inserted every 5 seconds. That doesn't leave 'a lot' of headroom for compression (x264 AVC usually defaults to 250-300 frames between keyframes which, at 30 frames per second, is more like 10 seconds to 'play with' for compression); but it still gave a nice small filesize when recording with VBR (Variable Bit Rate), where it would compress slower-motion areas and scenes when it could and increased the bitrate (to try to keep apparent quality) when needed in faster/high-motion sections.


An example of an NVIDIA CUDA encoded game recording, this is a frame extracted from the CUDA-produced output file (Battlefield 3 @ 1080p). Click to see Full Size


Just below, you will find some data samples of game recordings that were done at incremental quality settings, showing the average bitrate of the recording overall and the sizes of the files produced as output
[(i)all game samples were recorded with accelerated/gpu-based H.264/AVC generated by NVIDIA's CUDA at 1080p unless otherwise indicated (ii)although test recordings varied in length between games, throughout each game title, all 4 tests of the same game were done with the same elapsed time]:


Recorded Game TitleQ. settingAverage BRFilesize
Batman: Arkham CityQuality 100(~75000 kbps)753 MB
Batman: Arkham CityQuality 70(~22000 kbps)224 MB
Batman: Arkham CityQuality 50(~10000 kbps)104 MB
Batman: Arkham CityQuality 20(~5000 kbps)59 MB
Unigine Heaven BenchmarkQuality 100(~120000 kbps)1390 MB
Unigine Heaven BenchmarkQuality 70(~48000 kbps)551 MB
Unigine Heaven BenchmarkQuality 50(~24000 kbps)276 MB
Unigine Heaven BenchmarkQuality 20(~11000 kbps)140 MB
Diablo IIIQuality 100(~22000 kbps)44 MB
Diablo IIIQuality 70(~9000 kbps)20 MB
Diablo IIIQuality 50(~5000 kbps)12 MB
Diablo IIIQuality 20(~4000 kbps)9 MB
Alien Versus Predator (PC-2010)Quality 100(~110000 kbps)380 MB
Alien Versus Predator (PC-2010)Quality 70(~37000 kbps)126 MB
Alien Versus Predator (PC-2010)Quality 50(~18000 kbps)66 MB
Alien Versus Predator (PC-2010)Quality 20(~8000 kbps)28 MB
Minecraft (Standalone)Quality 100(~47000 kbps)44 MB
Minecraft (Standalone)Quality 70(~27000 kbps)25 MB
Minecraft (Standalone)Quality 50(~13000 kbps)12 MB
Minecraft (Standalone)Quality 20(~7600 kbps)7 MB
Lord Of Ultima (Browser Game)Quality 100(~ 24000 kbps)59 MB
Lord Of Ultima (Browser Game)Quality 70          -      -
Lord Of Ultima (Browser Game)Quality 50(~7000 kbps)20 MB
Lord Of Ultima (Browser Game)Quality 20(~3000 kbps)11 MB
Lottso Express (Browser, 384p)Quality 100(~870 kbps)10 MB
Lottso Express (Browser, 384p)Quality 70(~320 kbps)7 MB
Lottso Express (Browser, 384p)Quality 50(~225 kbps)6 MB
Lottso Express (Browser, 384p)Quality 20(~164 kbps)5 MB
table code created by Danny Sanchez (journalistopia.com)

As you can see in the table above, due to the nature of Variable Bit Rate recording, setting a quality figure of "50" does not produce 'exactly one-half' of the bitrate or filesize of a "100" quality setting. The codec is adjusting as needed and where required, allocating more bitrate to complex areas and changes between frames, to help keep "apparent quality" near the desired estimate. Configuring the Quality setting of "100" is essentially telling everything to keep as much detail as possible - but it will only do so within the limitations of the codec being used (in this case, AVC) and how it is configured internally (the calculation time allowed per frame, the buffer allowed, etc), depending on how the developers have programmed it to encode.


An example of an NVIDIA CUDA encoded game recording, this is a frame extracted from the CUDA-produced output file (Minecraft @ 1080p). Click to see Full Size


Overall, it seems that with CUDA, the file sizes are kept comfortably small - especially compared to a FRAPS or DXTORY codec recording. The bitrate doesn't stray too far from a 100,000kbps maximum (about 12 MB per second of video data) despite how much action is going on in the game at the time. At that bitrate, a half hour of straight recording would take up only about 22GB. Not too bad, especially if you are creating long recordings or can't afford that 4TB drive upgrade just yet. A Blu-Ray disc title typically uses a bitrate of 25,000-50,000kbps, so a GPU-based/accelerated recording is still allowing for more than double that bitrate to try to represent what is happening on the screen in viewable quality.



So then, what is the quality like?



Normally, if you ask anyone about quality who has used GPU-acceleration together with words like "video editing" and "compression", they will tell you: "It encoded faster, but the output looked craptacular..". I myself have tried off and on in the past to compress videos for myself and others with acceleration and every time I tried CUDA or AMD's APP.ACCEL for the final AVC output I was disappointed at the blotchy, blurred, 'macroblock-y' mess that comes out, unless I allow for a much larger bitrate than intended (and receive a correspondingly larger file size). Somewhat surprisingly then, it was nice to find that I did not need to confine myself to "100% Quality" and always expect huge filesizes with GPU-based game recording to get decent viewable quality, suitable for sharing.

A side-by-side comparison of four CUDA quality settings (100%, 70%, 50%, and 20%), these are frames extracted from the CUDA-produced output file (Batman: Arkham City @ 1080p). Click to see Full Size






As can be seen in the screenshot comparison above, decent quality can be maintained at the 100% Quality setting, despite the speed of the encoding being done with H.264/AVC. I was pleasantly surprised, to be honest. Of course, Videophiles will notice slight Posterization and light MPEG-compression artifacts (such as Macroblocking) occuring even at 100% Quality if looked closely for; but for the majority of people, a quality setting of 100% (even down to 80%) should be found quite acceptable. I personally found that at 70%, the compression artifacts became more noticeable, especially the 'trails' that occur from the lossy Vector Quantization (the codec keeping track of where things are moving around between frames), which is why I chose 70% as the 'next notch down' on these tests. At a Quality setting of 60% and any setting below that, these 'trails' left behind are very apparent and in my personal opinion I do not recommend going below 60% for GPU-based game recording at this time, as the quality loss and compression artifacts become too obvious and may remain apparent even in a final render after editing.

An example of an NVIDIA CUDA encoded game recording, this is a frame extracted from the CUDA-produced output file (Diablo III @ 1080p). Click to see Full Size
The screenshot above is a frame taken from a CUDA-produced Diablo III game recording. Even during a busy moment, with many things happening quickly on the screen, clarity seems to be maintained at a decent level, even the somewhat-hard-to-compress 'Red Text On A Dark Background' - and this video clip was recorded at the 80% Quality setting. Although some macroblocking is beginning to occur in the darker/flatter area of the upper left (as the codec attempts to keep detail in the high-motion areas by compressing the more static areas of the screen to a higher degree), the darker/flatter toolbar and stone floor overall do not seem to be suffering excessively.  [As always however, my personal opinions on quality are mere suggestions based on my own tests and I encourage you to do a bit of your own testing, to find out what settings you would like to settle on and use for your projects]

Since the desktop/GUI can also be recorded with Bandicam, I decided to try record a web browser game with the GPU as well, for the people out there who like to record these games. I recorded two free online games, Lord of Ultima (a city/area building game) and Lottso Express (a bingo-style game), both of which are 2D (flat, board-like), which I thought would be a good example of more static detail (low-motion) compression.
An example of an NVIDIA CUDA encoded game recording, this is a frame extracted from the CUDA-produced output file (Lord of Ultima, a web browser game @ 1080p). Click to see Full Size

Lord of Ultima takes up the entire desktop in this large example of low-motion/static area handling by the accelerated codec. The game, captured above, is largely non-moving, especially the toolbars and left portion of the screen. Recorded at GPU-encoded 100% Quality, the toolbars are clear, text is very readable, and even the darker, static area of the Town Hall pop-up is clean and macroblock-free (very little compression artifacts throughout the entire screen), very nice.

A side-by-side comparison of four CUDA quality settings (100%, 70%, 50%, and 20%), these are frames extracted from the CUDA-produced output file (Lottso Express, a web browser game @ 384p). Click to see Full Size

Lottso Express runs in a small window, so I tested out recording at the exact resolution of this window (576x384) to see how gpu-acceleration handles lower resolutions. The differences inherent in the four Quality settings, in each of the four extracted frames from the CUDA recordings above, is shown. Although the top section/frame is quite clear (at 100% Quality), it quickly degrades as the quality setting goes down, but the recording still remains watchable. In my opinion, if one is recording just for themselves for fun, or just to share with a friend quickly, even a recording level as low as 60% quality may be acceptable when recording a low-motion 2D game with gpu-accelerated encoding; but I still recommend not going below the 70% Quality setting when recording a 3D (high-motion) game, to maintain enjoyability and clarity when using gpu-accelerated recording (such as CUDA, being used here).
 [My tests presented here are only done with CUDA, as I do not own any other videocards capable of gpu-based recording at this time. Output quality may vary when recording with AMD's App Acceleration or Intel's Quick Sync. As always, I suggest doing a few short tests yourself to see what codec and settings you personally would prefer]


What are the configuration settings that can be changed? 



There was not much available to configure, as far as the Quality settings and configuration, within the game recording application (Bandicam) at the time of this test. Certainly not as much as the x264 codec, with it's VFW interface, that has been developed over time by generous programmers/contributors. For CUDA, you can choose between Variable Bitrate and Constant Bitrate (allowing CBR if you wish to more precisely estimate the file size) if you wish, and you can utilize the CPU to assist with recording and compression as well, but that's about it. This may be a limitation in CUDA itself however, as I contacted Bandicam developers to see if there would be any deeper configuration options for the codec that CUDA is using (such as Deblocking settings and Partitions) and they got back to me stating that there were no other configuration options of that type available to include, at this time.

The interface for CUDA recording found within Bandicam's Video Format settings. 

As of the most recent version of Bandicam (announced at the Bandicam website just days ago), they have added the option to change the Keyframe Interval (the frequency of Information Frames within the Groups Of Pictures, which helps with things like 'trails' or corruption from compression) and the ability to change the FourCC identifier, both of which will make the recording more compatible with video editors such as the Sony Vegas and Adobe Premiere lines of products. I am proud to say that I did a lot of compatibility testing previous to this on my own and submitted my findings to the developers of Bandicam, just in case they were interested, which contributed directly towards this recent addition to their application. Information on my tests and findings, for those interested, can be found in these articles, here:
http://gametipsandmore.blogspot.com/2013/05/game-recording-with-mpeg-4-using.html
http://gametipsandmore.blogspot.com/2013/06/and-more-how-to-stop-trails-and.html
http://gametipsandmore.blogspot.com/2013/06/and-more-game-recording-for.html
http://gametipsandmore.blogspot.com/2013/06/and-more-how-to-record-with.html
http://www.bandicam.com/forum/viewtopic.php?f=14&t=1687&sid=06b9cdb4450af00f3d33fb4306963f6f




As always, remember that if sharing your video on streaming sites (which limit bitrate) and uploading sites (such as YouTube), your video will be recompressed [converted again] at settings much lower than your production video and detail will be lost (blurred/smoothed and show Macroblocking) due to  the nature of recompression. Therefore, if wanting to save time, there is no need to create and upload huge-bitrate, finely-detail video, as can be seen in this comparison of an uploaded YouTube video and the output that people will be seeing afterward:
A side-by-side comparison of frames extracted from the Original Uploaded Video (Left), YouTube's 1080p Compressed Video (Middle), and YouTube's 720p Compressed Video (Right), showing loss of data/detail due to recompression.
(Diablo III @ 1080p, high-motion scene, moderately-detailed game engine)
Click to see Full Size



How about performance?



I don't usually talk much about performance when I do QualityTests or TestRuns, except for maybe a short paragraph on my own experiences or a "Personal Short Version/Opinion" section at the end. The reason is, every system is different and everyone has their system configured in different ways. I could say that GPU-recording ran great for me, but then someone with a laptop running a non-dedicated videocard will tell me how wrong I am and that it doesn't run well at all. I could say it lagged me out all the time, but there would be many who could run the same thing with no problems. A quick look at any Technical Support area of any forum anywhere is evidence of the fact that even with the same hardware, there are a bunch of people who will have no problem at all and a bunch who will be having no joy. So, I mainly leave the issue aside but I sometimes mention how it seemed to run for me and [especially if anyone asks directly] I would be happy to provide more information to those who want to know more about it.

For me, performance while recording with the GPU was a mixed bag. For the most part it seemed to work fine, but there were a handful of games that just didn't like it as much. Some were choppy or laggy when I began recording. The theory is, that recording with the many cores of a GPU, processing and encoding a frame to a file should be more streamlined, but in practice it seems to take more resources from the videocard itself than I expected. Perhaps it is due to needed optimization of the games or drivers, or perhaps it is my 'older' videocards that are beginning to get on in years (I was running two GTX 560 Ti's in SLI mode during these tests). I did find that some games preferred non-SLI mode when recording with CUDA (such as Diablo III, if I remember correctly) and things were smoother when recording that way; but for the most part, accelerated recording ran with about the same responsiveness as [and in some games, slower than] my own optimized settings for the x264 iteration of AVC. Not long ago, I spent a bunch of time testing and tweaking x264 to record with the H.264/AVC codec, finding the best settings for speed while maintaining quality - and in light of the performance I was able to tweak out of x264 - GPU-based-recording didn't impress me much [if talking strictly about performance hit here]... perhaps I'll end up just using my settings with x264, for now.

For more information, tests and tweaks that I did over time with h.264/AVC and the x264 codec, feel free to check out these articles here at the blog (some are the same as the above asection):



An example of an NVIDIA CUDA encoded game recording, this is a frame extracted from the CUDA-produced output file (Allods @ 1080p). Click to see Full Size



Overall, recording with gpu-acceleration was pleasantly surprising. Quality (at 100%) was better than I expected from it (it does taper off quickly as you lower the quality setting, however). The file sizes were comfortably small (about 25GB for an hour of recording at 70% Quality, about 45GB for an hour of recording at 100% Quality). The performance was a mixed bag for me, but for most games it was indeed fast and could get the job done. So, in essence, it managed to deliver on all promises. Not bad at all.


Have fun recording with your GPU and See You In The Games!



Tuesday, June 11, 2013

And More: Game Recording for Compatibility with Video Editing Programs (Text-Only Version)


Just some quick tips for recording your gaming adventures, so that no matter what recording or editing program you use, you can open the recorded file and edit it without any problems:

Most game recording programs will automatically install CODECs (COmpressor/DECompressors) when you install the program itself. Codecs can be thought of as 'handlers' for the video and audio formats that the program will 'prefer' [that is, formats that they were programmed with], so that you can open them in video editing applications. Also, most video editing apps can read certain widely-accepted/standardized formats such as MJPEG, RGB, YV12, Uncompressed, and so on, "natively" (without installing any additional codecs, once you install the video editing program itself). The thing is, sometimes there is a format that is selectable or useable in a recording application and then you can find out later that your video editing application "doesn't like it" (won't open your recorded file)...

To solve this problem, you can do a few things (in order of ease-of-use):

  • Change the format you are recording with.
[This also works if you don't want/can't install any additional codecs on the system]
All you have to do is switch the recording codec you are using to something that the editor can easily open. If your recording cannot easily be imported into your video editor, take a look at the 'importable formats' that are listed for your video editing application at the manufacturer's website.
You can also just do a couple of short test recordings to find out what can be recorded to and opened by your favourite editing app without problem. You may, for instance, test with a short recording and find that only the video (or only the audio) can be opened. This means you just have to check what formats you are recording with and switch out the one that is not being read properly. 
For example:

Problem: Sony Vegas opening a recorded file and the video track is fine but the audio has only a small 'sliver' of data (no sound track)
Fix: Change the audio recording format to Uncompressed PCM Audio
Now Sony Vegas can properly open both the video and audio portions of the recording (without installing any additional codecs) - all solved by merely switching to using a different codec for recording

  • Install the codec you wish you use.
A recording program may offer a format that you can record with, but it may not automatically install the decoder portion for it, so you may have to download and install the codec package in order to open the recordings.
Some examples:

Some find that when using the MJPEG codec offered within MSI's Afterburner program to record, they cannot open the MJPEG format recorded files in their video editing application. Within MSI Afterburner, there is an option to enable an MJPEG decoder within it, if it is needed (it shouldn't be, since most video editing programs support MJPEG natively (it is just a sequence of JPGs))

Some find that when using the Xvid codec offered within Bandicam to record, they cannot open the Xvid format recorded files in their video editing application. To solve this, merely download the Xvid codec package from the Xvid.org website and then you should be able to open the Xvid recorded files in your video editing program

  • Convert the recorded file into a format that the video editing app can open without problem.
Most editing programs have a list of 'compatible' formats that it was programmed to open natively [without installing anything else]. From the list, choose a format that is easy for you to convert your recordings into, so that you can easily import them into your video editing application.

To convert your recordings, you can use the conversion program that came with your camera or multimedia device, if it came with one. There are also many freeware programs that you can use, such as:

Avidemux
Virtualdub
FormatFactory
Xvid4PSP
Xmedia Recode
Nero Recode
WinFF
and more
Simply use the one that you find easiest to use and convert your files with. You can also purchase a video editing program/software suite that will allow you to convert/edit the recordings.

Once you try one of the above steps (listed in order of easiest/quickest first), you should find importing your recordings into your favourite editing apps going a lot smoother and having less problems/glitches when starting your editing.


Good luck with it and Have Fun editing your gaming adventures!