Showing posts with label blog. Show all posts
Showing posts with label blog. Show all posts

Friday, September 15, 2023

Starfield is now on GeForce NOW


Just a really quick post because I am so excited about Starfield: oddly not seen on their 'announcement' areas at NVIDIA's GeForce NOW website (GFN Thursday, etc) - it is indeed listed as playable on GFN in NVIDIA's listing of available games:


I say "odd" because I didn't see it prominently displayed on their blog page where they announced that XBOX Game Pass for PC was being added to GeForce NOW (August 24th):

It isn't listed in the 'list of newly added games', where they have Deathloop and Doom2016 listed - so at the time I didn't think it was available. Since the XBOX Game Pass for PC was added (which is totally awesome) I thought/hoped that maybe Starfield would be seen one day there, but it wasn't at the time.

I'm not sure why, but just a bit ago I wanted to download the latest version of GeForce NOW and see what's new there (I don't think you 'have to', as the app will Update itself, it seems; but I do this once in a while when I haven't played GFN for a bit - just to make sure I have the latest version). After starting GFN up, I noticed Starfield was listed in the PC Game Pass list of games - woohoo!


It is also available to play on GFN if you own it on your Steam account, so go try it now, NOW gogogo lol



Update 1: starting Starfield up on GeForce NOW, it came up with "Syncing"... and that took a while... Then, starting it up again later, going into the Main Menu and Startup areas of the game, it came up with "Building Shaders" - but thankfully, although it started out slowly, it didn't take long at all. Just give it a little time and it'll finish heh. Also, it seemed to have my updated Save Games from the XBox For PC game cloud all ready - which is great [nice job GFN team]. Have fun!

Sunday, September 09, 2018

Personal Log: Sorry I haven't posted in a while... [Editorial/Personal]


Personal Log, Stardate 201809.9 [I have no idea how that works heh]:


Just a quick Personal Note to say that I apologize to my dear readers for not posting much for the past couple months... I have been experiencing a slight worsening of my bodily symptoms - but this happens once in a while, and it all may go back down as it seems to be once again, slowly (back to "sick normal", heh). As always, I have many Project 'irons I have in the fire', but have not been able to work on them much and/or Post about them much lately... Thankfully, I have been able to sit up and play games - mainly playing Fallout 4 (getting distracted from the Main Questline and having too much fun building up Settlements and doing Side Missions, heh). I have also been helping out fellow/new players of Fallout 4 on the Steam Forums "if I may" say so, which I enjoy doing... Hopefully I've given some helpful advice to some of you.

Don't worry, I'll be back to posting again Soon™... but I think I may have to change a couple of things at The Blog here.
Nothing 'big' I don't think, but for one, I can't keep up with the Monthly "Can You Guess Where The Screenshot Below Is From" (where I post a Screenshot and my dear readers can guess what game it is from, to win Gifted Games from me). I have literally over 50,000 Screenshots and really want to share/edit most of them, but I can't seem to get around to it often (due to illness/tiredness).
So, I've decided to not make it a 'monthly' thing - but instead have it 'whenever I can' heh - which might result in it happening multiple times in one month, then not again for a few months, etc. This will also allow me to post Multiple Screenshots for the game, sharing more of my many collection, and giving my dear readers more chances to win a Free Game! heh

I might also try posting smaller, 'Tip' posts. Things that I am finding in games that might help others out - an idea mainly coming from repeating questions I see in Forums. I will continue to work on the Longer Postings in the Background - the ones with a lot of information/data, don't worry - but by doing this as well, Posts can be short (easier for me to do due to my illness) and I can get Tips out there about Games that I have been playing, to help others - what I wanted this entire Blog to be about!

I also plan on ZIPping up my Wallpapers and Windows Icons I've been creating for Games over the last few years, and sharing those, too. The Wallpapers I'll put up here and/or at Flickr [which has been 'bought out' I think?] at maybe at Imgur, since that seems to have become a popular/larger place over the years. I've also made my own Windows Icons, which I will show examples of in "MyDesktop" Screenshots I'll post once in a while (my Desktop changes often, with different Wallpaper and Icons, so I'll post what it looks like and share Icons and take Requests for Icons seen, as well).

I have started a couple of Twitter Accounts, one for The Blog here, and one for General Help and questions people can ask - but I haven't been able to get on the one about Help since, so I may let that one lay still for a while longer (until my personal illness can improve some).

Overall though, I will try to 'get back into it' here, Posting about games I am playing and Tips I am finding, as well as little Clips and Screenshots here and there (The Blog has a YouTube Account and an Imgur Account already..). Again, I am sorry that I haven't been able to keep up with Posting of late, other than a slight worsening of the body pain portion of my illness, I have also had some heart trouble - nothing serious, but irregular heartrate changes, that are currently being investigated (to make sure they aren't 'serious').

For those wondering, below is a 'pasted-and-lightly-updated' portion of the 'Personal Log' posting I made back in 2016 - explaining my illness and what it is - it is the same as the post from then for the most part, so if you already read it, just skip that section if you already know about my personal illness, heh:


< Potentially Sad Talking About Sicknesses Follows, In Case Of Feels, Stop Reading, Play Game >


I've mentioned what I have or what I go through once before, in an earlier Personal Log posting a couple of years ago, since starting this Blog five years ago.. I didn't really want to trouble people or put those thoughts/feelings on them, but I have had a few people ask me personally what it was - and I was looking something up recently about my condition (it's a condition I (and Doctors as well) are constantly having to learn about) and I read quite a bit about other similar stories, where other suffers were in much worse condition than me... They were literally bed-ridden... And while I was also like that for the first couple of years, I have improved slowly over time to the point where I can sit up, and sometimes even play games, and on good days work on an article and do things around the house...

My condition is Myalgic Encephalomyelitis, which is an infection of the brain and spinal column, which gives components of Chronic Fatigue (getting tired easily with a slow recovery rate (as in days) if I go to the store, etc) and Fibromyalgia (inflammation and pain in all areas of the body, like - you know when you get a 'flu' and are sore all over, how it feels like 'the pain is coming from deep inside of you'? it's that, all the time...heck, many of your Aunts or Mothers may have Fibromyalgia, so you may have heard about it..). It is not a well-known disorder, despite millions of Americans having it.

Every year I learn something new about it or studies that have found out something new about it; but nothing is ever concrete on 'how to get rid of it', unfortunately. The only good part about that is, is that all Doctors I have seen have concluded that it is "something that goes away on it's own, but noone knows when"... Some people have it for a year or so and some have it the remainder of their lives. I am in my 10th year now, but as I have said in the past, I try to always see the positive in things and I have been slowly improving overall, slowly over the years...

I don't want to make anyone feel sad, I am sorry if this information does... I merely wanted to inform my readers that I may not be able to post some of the larger things I have been working on for a while longer... Some of the things I was working on are: more/newer GPU-Accelerated Game Recorder Comparisons (Playclaw, Bandicam, Mirillis Action, D3Dgear, NVIDIA's SHARE, AMD's ReLive, Plays.tv and more), First Impressions of some games that I started work on already (The Elder Scrolls Legends Closed Beta, Dropzone Closed Beta, A Return To The Elder Scrolls Online (I was in the Beta for it), Battlefield V Closed Beta and others), bringing back the "Can You Guess Where The Screenshot Below Is From" [but off of the Monthly Schedule and on to a 'whenever I can' (but which may be multiple times in one month)] and even more projects that I don't want to mention yet - to keep them a 'surprise', heh.

I enjoy writing my articles and posts here, helping others with the information I have figured out, found or collected, doing testing, giving tips of games and even Video Editing and showing effects of settings in both, including also creating the Headers and graphics utilized here (they are all done by me)…
I plan to continue doing this for a long time to come... I just realized there has not been much the past little while and wanted to let you all know there may not be some yet for just a little bit longer ('recovering' from a Cold or "doing too much" takes about a week or more each time I do something or get a cold, to get back to where I was, with this illness, everything takes far longer..).




Once again - thank you for your patience, my wonderful readers - and I hope that I can contribute helpful information again for you soon, in the near future and for some time to come...

Sincerely,

~Troy from The Game Tips And More Blog



Saturday, November 11, 2017

My Free Font, Just For You™: LED SCREEN GTAMBLOG CAPS+ 2.0 (with Download Links)



An awkward name perhaps, for an odd little, simple version of an "LED Screen / Scoreboard Style Capitals Only" font (including Punctuation and Accents!) - but years ago, I contacted the author of a similar-styled font, to ask specifically for Commercial Use of his font, that looked somewhat like this one [I have been using it "Officially" here at The Blog since then - you can see Examples of it all over this site, on the images].

Today, I found Fontstruct, an easy-to-use, free, online Font creation utility - and thought "why don't I make my own version this font, not only for 'The Blog' to use, but for others to possibly use as well?".
And so, here is an 'LED Screen' or 'Dot Matrix' style font (also usable as a 'Pixel font') - with punctuation and a couple of 'accents' - but capitals only, as traditional LED Screens or Scoreboards ("Score Screens") would have used; made by my hand, Just For You™...

I am distributing it as "LED SCREEN GTAMBLOG CAPS+ 2.0" by 'Troy from The Game Tips And More Blog', at various Font sites, such as those below (for Downloading, Updates as I add more and/or am approved by them). [If you prefer, contact me via email and I can also send you the TTF or Zip of the Font, from me, directly]:



Feel free to Comment on those sites, or here (Suggestions, Questions, And More) or contact me via e-mail if you have any questions about the font, at:
gametipsandmore@gmail.com

Usage License: (Creative Commons, Attribution License, 4.0)
You are free to utilize this font for ANY purpose whatsoever, including Commercial Use and Monetization of any kind, Royalty-Free; the only condition being that you mention my name somewhere, anywhere, during use of this font.
If you would like to make a Donation, on behalf of using this font, you may do so via PayPal, using my email (gametipsandmore@gmail.com), but this is not required at all, to use this font for any purpose you desire.


As some of you may know, I have been playing around with Fonts off and on, creating them for various images/headers/etc here at The Blog over the years, compiling at least 4-5 fonts or so from scratch, with varying levels of completion... I 'm not sure when I'll get around to finishing all of them - but for now, I hope this font can perhaps be useful for some quick images, videos, or whatever you may want it for - Enjoy!



Edit:
 I may return and add some images and examples of the font... Soon™
Also, although I have made this font by hand at the Fontstruct website, I always suggest that you Scan any files you download (just in case), with an Anti-Virus utility of some sort - whether it is Windows Defender (built-in to Windows 10, after downloading) or via an online scanner/website, such as VirusTotal.com or similar.

Saturday, February 13, 2016

AFK: I haven't posted in a while... so here are some things I have been slowly working on as I can [Personal Log]


I realize I haven't posted anything here for a while [and I have always been sporadic with posts due to my ongoing illness] so I wanted to just give a quick Update on some things that I am working on, off an on lately - lots of 'irons in the fire' - but still getting over some rough cold/flu symptoms (on top of my surgery, which I am still recovering from), so I have no idea of a timeframe of completion of these posts... Still, here are some topics that I have been working on the past months, posted here both to encourage myself and to let others know some material to look for in the future:


» A QualityTest of the Plays.TV client, looking a bit at the interface but mainly the Quality of output, comparing the different settings and what results can be expected, with examples [I was in the Beta for Plays.TV and have been testing out various settings at The Blog's Plays.TV page (http://plays.tv/u/GameTipsAndMore ) collecting material for this QualityTest/Review]. The data and material is going to be a part of a future 'Versus' article, comparing a few Game Recording Clients that all have GPU-Accelerated capability…

» A Playclaw 5 FirstImpressions/Review, looking at the interface and output that can be expected from it, with a few settings and examples of the effect they have. I have been giving some Feedback to the Developer of this software, testing out recent Beta versions, after Santa felt fit to give this non-free software to The Blog for an Xmas gift and it is also going to be a part of the future 'Versus' article, comparing a few Game Recording Clients that have GPU-Accelerated capability…

» An ACTION! FirstImpressions/Review, looking at the interface and output that can be expected from it, with a few examples of the various functions. Santa also gave The Blog this one for Xmas, and it too, is going to be a part of the future 'Versus' article, comparing some Game Recording Clients that have GPU-Accelerated capability…

» 'The Battlefield Series of Games and how to take screenshots in them' (BF3 to BFH). I have been seeing a lot of people asking this over the years, in the Official Forums and many other places. It is continually asked (new players, etc) how to do this in these games, so I want to make one post covering all of them…

» A QuickTip on GTAV (Grand Theft Auto Five) and the problem with Activation. I received this game for Xmas and had some trouble Activating it. I figured it out, but I saw a lot of people online asking how to fix it or what to do (with no answer given). I want to help people with this, so I will post exactly what I did and how to get it to work...

» “How To Tell Where The Bottleneck Is”, when looking at a system and what to possibly Upgrade in it (or if there is no need to). This is a common question that gets asked a lot, anytime, on Gaming Forums, Technical Forums and Support Forums everywhere. As a Certified Computer Technician, I want to give my input on what to look for and how to test for this, to help keep your system performing the best it can, for your gaming adventures…

» And More… Off the Topic of Gaming, I have a few short posts I have jotted down, ready to 'polish-and-publish' when I can.. For one of them, I took some time to analyze it and I think I have figured out 'The Answer' to that everlasting and infinite query: “In A Movie Theatre, Which Armrest Is Yours?” (the idea came via Philosoraptor, credit will be given in the post). I believe the result could actually be a contributing factor to finally bringing about World Peace...


I guess I could say these topics are 'some things to look for in the coming year', heh. When I can finally get around to finishing them, I hope you enjoy them all.

Until then... See You In The Game!


Thursday, December 25, 2014

Merry Christmas and Happy New Year as We Go Together into 2015


To all my dear readers in this holiday season,

I know that at this time of year, I usually like to share Deals And Sales going on and talk about (or make tutorials for) the Winter/Holiday Events going on in games right now, to help others out... But I must apologize - I have been 'down a notch' the past while and have not felt up to making some posts lately.

I am sorry my friends, but I should 'pick up' in the coming weeks and soon be able to get back to Tips, Tutorials, Screenshots And of course, More. I have seen your requests for Game Recording articles and Gameplay Video Editing Tips. I do like to listen to you all and I have already begun a few 'projects' in response to your requests - some posts that are In Progress about these topics over the previous months... but it seems I will not be able to complete them until 2015 ['next year', heh].

I would like to take a moment to say Thank You, to all of you, for all of your readership and kind words, for stopping by and letting me know that my Tips have helped you out somehow, for being interested in learning new things about games, game recording and video editing; and for filling my head with ideas that I can work on for others. I will return, don't worry. The illness I have, has periods of 'waxing' and 'waning' and sometimes I am more physically 'down' than I am 'up' - and this is one of those times, unfortunately.

However, rest assured that I will be catching up on some rest over the holidays, trying to recover and eventually getting back to video editing, making graphics and typing out Tips (And More) for you all to read, where hopefully there will be Tips or Tutorials that will have things 'new to you' in the upcoming year, that you may find helpful.

For now, I want to personally wish you the very best of this time of year, no matter what holiday you are celebrating, no matter how many games you may be playing (or wishing for)... Merry Christmas to you.

Sincerely,
Troy from The Game Tips And More Blog




See You In The Games Next Year, Friends!

Saturday, November 01, 2014

Trove - Early Access Closed Beta Key Code Giveaway (With Unlimited Uses!)


For those who missed the recent Open Beta Test Weekend for Trove, here is an Unlimited Use Closed Beta Key Code for Early Access!



I am currently working on a 'First Impressions' article, as well as a 'First Tips And Helpful Hints' post, to put up here at the blog - but you don't have to wait for those to arrive - you can take this code right now and Apply it to your account at the Trion Worlds website (and share it with your closest friends) to start testing out the game that many people are already beginning to call "their current favourite"..and now you can find out why... So get the code, get in there, by yourself or with some friends - and See You In The Game!

Monday, November 11, 2013

Gone Home - First Impressions/Mini-Review (Text-Only Version)


When beginning to play Gone Home, one of the first games that came to mind was "The Uninvited", a point-and-click adventure game from the 90's, where you did not have to have fast 'twitch skills' to kill oncoming enemies or opposing players, but you had to be able to learn; searching, exploring a house and collecting and organizing information, all the time exposing more and more of the storyline (that you did not know fully at the outset) and that's what this game is [including being scary!].

Gone Home is an interactive story game, based mainly on exploration, played in the first-person [you 'look out through your character's eyes' as you move around] so, while it is not a 'point-and-click' adventure game, like Myst/Riven, any of the Quest series' (King's Quest, Police Quest, Space Quest, etc),  Day of the Tentacle and similar games, it definitely evokes ideas of exploring and analysis of the environment, as part of developing the story, as these types of games did.

Without giving away exactly what the storyline is, I will say the game craftily led me to believe many things that it wasn't (or did not not turn out to be). I thought, with the dark and scary, empty house (complete with rainstorm happening outside and the scary noises that go with it), it was certain to be a story lined with death or gore, but this game is not rated Mature and it is not "18+" rated either [although the main plot line is more for Teens than it is for Children, but then who is letting their child play 'explore the dark and scary house' games anyway?]. There were many elements, items and scripted moments, that lead you towards inferring things that the game is not - and while that is arguably a lower-brow tactic - it still does not take away from the overall feel of the game. Indeed, the overall enjoyment of the game itself is not affected by these little 'tricks', even if it does turn out to be somewhat self-defeating and make the ending seem somewhat anti-climactic as a result. While still fun in spite of all of this, this game is a prime example of 'the journey is more important than the destination/ending' - some may see this as a caveat and some will not.

A more obvious caveat with this game, is that it is short. Very, very short. As in, 'played-on-my-lunch-break-on-my-laptop-and-completed-it' short, if rushed through. While a review found online slated the game as "feeling like a longer demo" and while the material is simplistic and can be finished in an hour or two, I feel that this game is more like a dish at a fine restaurant: yes, you could gobble it up in minutes and leave, but what would be more enjoyable is to savour each moment, enjoy each bite and spend hours lingering and sampling, looking around and taking it all in over a longer period of time. If one's time is taken in the game, every nook-and-cranny is explored, every piece of evidence collected; much [much!] more enjoyment will be taken out of the experience than if one were just looking for how fast they can complete yet another title. I feel this game is meant to be gone through slow and enjoyed, like a good book.

Technically, the game's approach is simplistic too, with simple environments and sounds. The main sounds for the game are the storm outside, the creaking of the house (doors, drawers, etc) and the Narrator herself. There is only the one house to explore, but by the end it does not feel like it needed more (again, the simplicity of the game does not detract from the enjoyment of the game). What did impress me was the collection of textures [the materials on the shapes] that were used. The detail of the textures and clarity of them was fantastic. Wood and paper looked realistic, signs and labels could all be read easily, and the sheer variety of materials from the time period (whether photographed or created) was significant. The environment itself was meant to be a North American 1990's family house and it was represented wonderfully. If one lived in this type of setting in the 90's (and especially if you were 'coming of age'/a teenager during that time), you will be lovingly enveloped in decor, music and 'attitude' [mindset] of that decade.

While the story itself is simplistic (but meaningful) and the technical aspects are somewhat low-key, the winning element of the game is how the story is presented (the exploration). By exploring everything yourself, you are delving up the story at your own pace. As you go searching throughout the house, characters and plot lines are opened up and revealed to you. It is much like an interactive book. Given the financial and work-force constraints of the 'indie' development team (only three people at the outset, I believe), it was wise to pick a solitary character exploring an environment - and they did wonderfully with what they had on-hand. Utilizing the mindset of a teenager during that time (of calendar and of age), with creepy shadows and scripted sounds, the game engine is used well, in regards to portraying the story and setting, even if it is not exercised to it's fullest extent. Indeed, not using the game engine to inject excessive effects lends even more feeling to the reality of the environment and representation of the time period - where technology did not yet permeate every aspect of daily life.

I have to end this article by saying that some players and reviewers (especially in regards to the length of the game) have said that this is less of a 'game' as it is a 'demo' or 'art project' - but in the sense of competition or completion, they are somewhat correct - there are no other players to combat and no ending antagonist to overcome and you are seemingly placed in the middle of a story, playing out 'chapter three' in a person's life and then it is over. In that sense, it is not really a 'traditional' video game. If anyone were to ask me about the game, I am going to refer to it [as I have above] as more of an 'interactive book'. I could say that it is basically a point-and-click adventure game [like the ones stated at the beginning of this post] made after they were able to have "3D" graphics and as far as technology and storyline development, that's mostly true. But to me, overall Gone Home really is more akin to a short story. The characters aren't deeply developed and you experience only a portion of events in the life of the persons involved. Still, in the end these limitations don't go against the enjoyment of the game itself. You may or may not identify with the characters and what they are going through; but even if you do not, the presentation of the game is lovingly crafted and the overall experience of the game is enjoyable - even if that experience does not last as long we would like. But then, isn't that the same with every good experience in life?


See You At Home



Monday, October 21, 2013

The Battlefield 4 Beta - First Impressions and Screenshots


[Please note that previous to playing the Beta, I didn't read any information at the website, hadn't been to any of the meetings, or partook of anything that gave me information beforehand. Hearing about the Beta 'late in the game', I just jumped in and wanted to see what was different. Here then, is my reaction/opinions]


An example of the [slightly] upgraded graphics of Battlefield 4. Click to see Full Size

With only one week left until Release, if the Beta was anything to go by, BF4 seems like it will bring in a bunch of new weapons, tools, maps and 'take things vertical' [ugh, that sounds so cheesy] with much more rooftop/height strategy thrown into the mix. You could always get on top of buildings in Battlefield games of course, but in BF4 it feels downright encouraged with open roofs, lots of room to move, things to hide behind and elevators direct to the various building tops.

"I see snipers will be even more annoying with the elevation in BF4". Click to see Full Size

Yes, all of the 'Rooftop Snipers' can get annoying at times, but once you yourself get up there, you can see how addicting it is, what with the quick ability to strategically place yourself, open viewpoints (and nice views), the potential to parachute close the objectives, or 'get the drop' down on the enemy [so many cliches possible with this game already].

View from the Ming tower with one of the weapons that spawn within it. Click to see Full Size

The weapons are modern guns and tools [not being a gun expert, I'll focus more on how they 'felt', looked or sounded]. The models were nice and seemingly complex (good for something that is so close and often in view) and the textures for them looked great, only a few [that loaded wrong?] were blurry, like the C4 remote and a few side panels on some of the guns. Each one still had their differing audio - if you listened carefully, you could tell if that person around the corner was on the other team or not, just by the report that you could hear. Audio wise, in general: Reverb, Doppler Shift and all the other quality 'standard effects that Dice made standard and we expect now' are all there. Great stuff.

Recons (who now carry the C4 explosives in Battlefield 4) will be making elevators very dangerous transports to use

As far as the weapons themselves go, they seemed to all have one thing in common: reduced bullet spread/recoil [versus the previous games]. I could just hold down the trigger and found myself getting kills at a moderate distance most of the time, whereas with earlier Battlefield games I could swear it was a lot worse, and harder to get kills if you did such a thing. Perhaps this is a reflection of the modernity of the hardware or a statement of how a trained soldier actually would handle it, but either way it felt like it left a lot less general frustration in the gunplay - no more 'hold the crosshair on the enemy and never hit them'. While some might not like the somewhat 'easier kills', it seems like a nice change to me.

Hmm.. maybe he really is part cobra.. Click to see Full Size

Some of the new weapons that are based on real-life arms are guns like the XM25 Airburst, where the shell will travel to the enemy and detonate mid-air and 'burst' just beside or above the cover, damaging the enemy that is hiding behind it. A great counter to the increased number of snipers that will be in BF4, the XM25 also seemed to have very little bullet drop. Only at extreme distances did I see the white 'trail' of the shell drop off. A nice little weapon, once you get acquainted with how to actually use it.


The XM25 requires an extra step to use, compared to the other guns in the game: 
Place the 'crosshairs' of the un-zoomed reticle on the edge of the wall you are going to fire around, approximately where the enemy is, then zoom-in (use the scope) and aim slightly to the side/above the wall that is protecting the enemy. Fire and 'fugetaboutit' - unless the enemy runs away quickly, they are now respawning.

Munenushi is warming up his blow-everything-to-hell trigger fingers and will be making another Explosion Montage for BF4
(the BF3 montage is here: http://www.youtube.com/watch?v=ShibKBskFd4 ). Click to see Full Size

Another change is the medic and support boxes, where instead of starting off with a huge box that heals/resupplies a large number of soldiers at once, you begin with these little packs that only top-up one soldier at a time. Perhaps this is to discourage the old 'pack of Medics making a group invincible' or other pseudo-exploits some people did since Battlefield 2; but I did start to see people with the large Medic/Support Boxes near the end of the Beta, so perhaps it is just something that is unlockable later. That's fine, as the game allows you to throw out a bunch of the little packs right off the bat, at least.

Knife kill on the top floor near the edge of a window. Click to see Full Size

If asked what the gameplay itself was like, I feel like I could now reply: "Good ol' Battfield, son". This game does indeed feel like Good Old Battlefield. The scope of BF1942 is there, the mechanics and variety of BF2 are there, the fluid feeling of BF3 is there, the high level of action of BFBC2 is there [and I think I just solved the secret of how they came up with the formula for BF4!]. With a good mixture of open and enclosed spaces, sections bright as day and parts dark and closed off, plenty of places to hide/camp/recover, and little touches like store alarms going off after you pass through the doors with a weapon, the only negative thing I could say about the general gameplay was that it felt...'cramped'.

Boats will be on streets and tanks will be indoors in BF4. Click to see Full Size

Perhaps the change is to draw in some COD players [I apologize for mentioning Call of Duty in a Battlefield article for those that are bothered by that], or perhaps they chose a smaller/city map to show off the destruction while keeping the system resource demand low, but without having access to a wide, open-field, running-for-ten-minutes map - at least coming from playing BF3 - the map felt small and cramped. The action was nice and dense, but on a 64-player Seige server, I felt like I was playing Counter-Strike and not Battlefield, at times. This is not necessarily a bad thing however, as the action was always tight and will no doubt appeal to gamers coming over from Call of Duty and other similar games.

An example of the destructible components of the game, this picture used to have barriers (left edge), walls (right half) and armored vehicles (middle). Click to see Full Size

There are a huge amount of things that are destructable in the game, but even after shattering everything I could shoot, I still felt like there should be.. 'more'. Perhaps I am destined to be forever spoiled by the GEO-MOD™-ing of Red Faction (circa 2001!), where you could literally tunnel from one section of the map to the other; but despite all of the things in BF4 you could explode, cave-in or mangle, I still felt like I wanted more, by the end. I guess the only place where you can make a quick hole in the ground these days (if you are cornered by enemies and want to create a bunker/trench to hold them off) is Minecraft - kind of sad, in a way. [After the Beta was over and I came across developer-touted terms like "Levolution", if I would have read anything like that beforehand, I definitely would have expected more than just a bunch of scripted 'exploding-into-parts-but-still-there' models/meshes, to be honest]

Visuals are one of the things that did not disappoint in the BF4 Beta. Click to see Full Size

Overall, I had a mixture of emotions with the Battlefield 4 Beta... I felt excited, pleased by many things, slightly disappointed by others, sad for BF3 (I feel like I am being pushed from a too-soon-breakup into another woman's arms - but according to what I have read about EA's Sports franchises and frequency of releases, this is an all-too-common feeling among sports gaming fans). Still, all things considered (including the fact that the Beta barely scratched the surface of the game I'm sure), I am excited for Battlefield 4. I will indeed.. See You In The Game!


Sunday, April 28, 2013

Raw Gameplay (Unedited) - Battlefield Play4Free (32 Players, Saiga-12 Won from The Daily Draw)



Battlefield Play4Free is a Free-To-Play title, where it doesn't cost anything to join in, but you can purchase weapons, armor, clothing and other items for Real Money by purchasing Tokens that you can then use in the in-game Store. There is also a nice feature where you can win prizes (weapons, armor, clothing, etc) from a game called The Daily Draw, where you choose a card from a draw of eight and it will generate an item for you.

The items range from temporary one-day use weapons and clothing, to seven day usage, to permanent items your character (Soldier) can use in the game forever (for example, a scope that can be attached to a gun for that soldier for all time). This is great for those who can't afford to purchase many in-game items, as it not only offers the possibility of getting some great gear 'forever', it also gives a nice preview of a weapon, mod or clothing, so that you can see what it will look like/feel like, if you decide to splurge and purchase it for yourself (supporting the game and developers as well) sometime in the future.



In this video, I present 'Raw Gameplay' (unedited gameplay) of BFP4F after winning a Saiga-12 Shotgun for one day's usage on my Medic via The Daily Draw. I had joined a 32-player server (running a Rush map) that was nice and full (16 soldiers per side). After getting the kinks out and getting used to the controls again after not playing for a while, I think things picked up as the game went on.. I was soon having fun arming MCOMs and healing and reviving. Near the end, I realized that my Aircraft controls weren't set/got reset, as my mouse wasn't 'inverted' and I couldn't fly the helicopter at all, haha.



Recorded game: Battlefield Play4Free, Online FPS
Recorded with: Bandicam (Registered Version) @ 864p
Recording codec: MPEG-1, 70% Quality, 30fps

This video was also a test of a few things (though not an 'Official Testing Video'): I was messing around with different settings (resolutions, quality settings) to see how low I could set things before the quality suffered too much. This is of course, something VERY relative and what looks 'good enough' to one person, looks 'like crap on a cracker' to another person. What I was testing here was, what seemed good enough to upload to YouTube (since it recompresses anyway) and still be enjoyable, while making the recorded file as small as I could via Quality settings (which limits the bitrate somewhat) and resolution size (the larger the resolution, the more bitrate/filesize that would be required).

As I have stated in earlier articles talking about Quality, Bitrate and Filesize, I still find that going below 60% produces too many compression artifacts (macroblocks and 'trails', Gibbs effects and more) for many games, especially if there are large dark areas (which would get compressed more highly and have these compression effects occur in them). This doesn't happen with all games however; some games are fast-moving and/or do not have many darker/flatter areas and using 50% quality doesn't look too bad, even with the MJPEG codec. It's a balancing and testing game, as some games (especially with text) look fine and others look very bad (the compressor will try to allocate more bits around edges like text and compress even more highly then, the flatter/darker areas in a scene). I have done recordings of news streams and other things however, that allow for a very low quality recording setting (down to 20%), but that is mainly because the source itself is of a low quality (many streams are highly compressed and there is not much 'extra' compression artifacts produced by recording it in a lower quality/bitrate, especially if you are going to downsize for the final output video).
For most games, I found I could go down to 70% Quality comfortably - as long as the resolution stayed 'higher' [720p or higher]. With lower resolutions, the bitrate/quality reduction means too many 'casualties', as 30% of a 1080p recording isn't that many pixels when you consider the screen size; but one-third of a 480p recording is a huge amount of the already small screen being 'lost' to compression. Thus, with some testing (again to what looks "ok to me") I arrived at a middle ground of 864p, which maintains decent clarity of text and is large enough to discourage overcompression of darker/flatter areas. For keeping recorded files small and downsizing to 720p HD, it looked fine to me in tests - and on some games, doesn't look that bad even if you wanted to upsize to 1080p HD (clear text was maintained, etc).

So, enjoy this first installment in an 'unofficial' Video Series here at The Game Tips And More Blog: "Raw Gameplay" of Battlefield Play4Free. If you like the game, play it, tell others about it and buy some stuff from the Online Store and support it!



See You In The Game!


Any gameplay videos or animations uploaded are only one example of one possible path of game play and is not representative of the gameplay experience of the entirety of the game material as it is non-repeatable in exactness (movements, actions, viewpoints, etc) to a high degree of accuracy (especially in regards to online multiplayer play and interactions) and therefore is not a representation of a large portion of the game content (this includes complete Walkthroughs/Playthroughs, Raw Gameplay Footage and Tutorials). All material and content uploaded attempts to respect copyright and is presented for Educational and Entertainment purposes only, utilized under Fair Use and can be construed as Free Advertising. No copyright infringement is intended and cannot be inferred. Any possible representation approaching any infringement, to those seeking infringement action, requires double notification and will be honoured by permanent removal of the infringing material.


Sunday, March 31, 2013

Quality Test - MSI Afterburner's MJPEG Implementation (Part I) with Hitman: Absolution (Ultra Settings, 1080p)

Update: Added screenshot example of the RTV1 codec 'color banding' issue, with circled areas¹**
Update: Added Quality Test Comparison (Four 1080p samples of Hitman:Absolution) at different Quality Settings²**

Recording with the MJPEG (Motion JPEG) codec, every frame is an independent 'Keyframe 'or 'I-Frame' (short for "Information Frame"), which means it is a type of frame that can be 'cut' or started from in video editing programs (technically, every frame is a JPG picture!). This also allows for faster seeking and rendering in editing applications. MJPEG also requires less overhead (better performance/less 'lag' while recording) than many codecs. As well, the audio captured is PCM ("Uncompressed") with MSI's Afterburner, which means that any video editor should be able to recognize the sound data. Errors in programs like Virtualdub saying "Error initializing audio stream decompression" or Sony's Vegas showing "Stream attributes could not be determined" will not occur and these will open the audio without associated problems.


Testing out MSI's Afterburner as a game recorder and using the built-in MJPEG codec that comes with the program, I fired up some Hitman: Absolution, turned up everything to Ultra, captured some clips and put them together, uploaded it to YouTube, and collected some results with everyone:



This video compilation is a test of a few things:
1) Hitman: Absolution's performance while maxed out (Ultra Settings in game Options)
2) Capture quality of MSI Afterburner and performance/lag of using it
3) H.264/AVC compression quality maintainability
4) Youtube's quality maintainability

Recorded with:
MSI Afterburner
- v.2.3.0
- MJPEG codec, "Full Frame", 80% quality, 30fps
- Audio automatically records into PCM ("Uncompressed") format

Recorded Game: 
Hitman: Absolution @ 1920x1080 (1080p)
- "Ultra" settings (Preset)
- Anisotropic Filtering set to 4xAA
- "Texture Filtering Quality" set to High Quality (i.e.Off/NoFiltering) in Control Center
- "Morphological" Anti-Aliasing (MLAA) setting (AMD/ATi) set to ON
- "Surface Format Optimization" set to OFF in Control Center (AMD/ATi)

Framerate while not recording: ~31-79fps
Framerate while recording: ~28-64fps


I chose some Hitman: Absolution clips for a Quality Test because it was a good example of a recent game (at the time of this writing) that includes both fast movement/action areas on the screen, as well as slow/non-moving parts, including text. It has lots of dark and light areas, high contrast edges, particles (rain/filmgrain/sparks,etc) and tests area panning as well.

I was impressed with MSI Afterburner and it's utilization of the MJPEG codec overall. It seems to be slightly optimized or tweaked somewhat. At 80% Quality (to be in the realm of comparison with Bandicam's MJPEG Preset Default of 'Quality80'), flatter/darker parts were not overly compressed - which would create excessive macroblocking and/or be too smoothed out, normally. This could be partially due to the 'Film Grain' effect within the game, however (seen mainly when the sky or a flat-coloured background is in view).
In other words, there was very little Gibbs Effects aka 'Ringing' ("mosquito noise") around elements such as text when onscreen, and what effects were there, were 'hidden' somewhat by the grain effect. You had to look closely to see it, which is still pretty good for not recording in a 100% Quality setting - but again, the 'Film Grain' effect in this game is contributing to this 'negative effect of the MJPEG codec' not being as visible.
A small amount of Gibbs Effects/Mosquito Noise/Ringing can be seen around and within the UPC symbol  from this frame taken out of the original MJPEG recording. It is about as visible and even seems to be less so in the video itself, due to the "Film Grain" effect present in the game helping to hide it. Click to see Full Size

The very small amount of color banding present in the original recording was somewhat generated by the Game Engine and there is very little of it (what does occur is hidden somewhat with the film grain effect the game has).
In the recorded output, thankfully there is very little, partially because of a higher-quality setting when used and how MJPEG codec handles color dithering; color banding usually won't be seen very much at higher bitrate/quality settings (which means low compression), but will be easily seen at lower bitrate/quality settings (which uses higher compression).
Keeping above 80% quality when recording with the MJPEG codec [I recommend recording at 90% if your system can handle it, as most games do not have the Film Grain effect present in Absolution to help hide compression artifacts, such as color banding, flat color/area macroblocks and Gibbs Effects] if you have the space, it should leave you satisfied with easily-editable captures.

²**Quality Test Comparison - Four examples of various Quality Settings (90%, 70%, 50% and 30%) when using MSI Afterburner's MJPEG Codec in Hitman: Absolution. The differences are most apparent in the middle section, the bricks that the police officer is standing on, and the people milling around to the left of the gazebo, both areas showing colour loss (Posterization) and detail loss (Quantization), more obvious in the 30% sample (bottom). All sources were original output frame extractions from 1080p recordings.
Click to see Full size

[A quick note here that MSI Afterburner's output/recording seems to be somewhat darker than other game recording programs. It even states this in it's own Options, "captured video may appear darker than you see it while gaming" and offers a checkbox that will apply Gamma Correction. Since this article is more about MSI's MJPEG optimization and utilization (performance and ability to maintain visible quality), this 'darker recording' will be explored further in a future Game Recorder Comparison article]


For people trying out any game recording software and finding your recordings are choppy/laggy on playback (that is, when you are looking at the generated/recorded file), you should find that if you use a player/viewer that has Acceleration (GPU, videocard, DirectX processing), it should play back much more smoothly. If your system does not have this option, you can also try converting what is captured to another file temporarily, one with a smaller bitrate/size, and you should then find it will play back that converted file just fine (especially when recording with lossless/high-bitrate codecs).


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It was interesting to do some side recording with Afterburner's included RTV1 codec as well*
The Riva Tuner Video codec is an iteration related to older codecs such as Indeo Video and S3TC compression techniques. It is similar to MJPEG and it seems to have very little effect on performance while recording - even performing slightly better than MJPEG at times, which was a nice surprise. Unfortunately, it suffers from 'color banding' (Color Quantization/Posterization) and the result is apparent lower quality, even at high bitrate/quality settings. Although it may not be as obvious in the below comparisons (depending on the settings of your monitor/colors/brightness), and while it certainly does not 'destroy the quality overall' in the game recording, in the captured video the color banding can be very distracting, especially when it includes motion through the color and light changes in an area as you move through it [it may not be to everyone, of course]. The size of the file produced is quite a bit larger than when recording with the MJPEG codec as well, but more on that in a future article..

*As this article is mainly a Test of Afterburner's usage of the MJPEG codec, a future Game Recorder Comparison article will include the RTV1 codec found in MSI's Afterburner and cover it in more detail than here

¹**An example of the RTV1 codec's problem with Color Quantization ('color banding'). This frame is extracted directly from a 100% Quality RTV1 codec recording (Batman: Arkham City Benchmark @ 1080p). The areas that contain the most obvious color banding problem have been highlighted with green circles.



If you are having problems with Color Banding that is not in the game itself, try to use a higher-bitrate setting (higher quality) for the codec you are recording with, resulting in lower compression and lowered loss of details, if you can do so.
[With the RTV1 codec, it appears that it will still remain a little, no matter what...]


...


Getting back to MJPEG testing with Afterburner, framerate was maintained close to non-recording performance (at ~30-60+fps for this game) when recording. I usually used MSI's Afterburner only as a monitor/controller for the videocards installed and captured with another program such as FRAPS or Bandicam. Using MSI Afterburner alone and having to run one less application in the background to capture no doubt had at least some sort of streamlining affect on performance. It felt that way, slightly.

Clear, crisp textures can be seen in this frame taken from the original MJPEG capture.
MSI's Afterburner and it's utilization of the MJPEG codec seems to be even slightly superior to Bandicam's implementation of it. [Hmm..something that must soon be tested!]
Click to see Full Size

The Average bitrate of the original MJPEG captures was about 30Mbps up to 70Mbps, which meant a writing stream to the disk of up to 8MB/s, which almost any hard drive can handle (recorded onto a drive capable of 150MB/s at the time).
The original generated recording files were about twice the bitrate and size of the final MPEG-4 compressed file uploaded to YouTube, the final file weighing in at about 600MB with a bitstream of 25Mbps on average (it is assumed that almost everyone will compress recorded material into a final output video compilation file of 8-20Mbps or so, for uploading to YouTube/Vimeo/etc (Blu-Ray's standard bitrate is 36Mbps and most video editing application presets go up to 20Mbps by default).
This final utilized bitrate, with the efficiency of H.264/AVC, manages to keep most of the detail that was in the original MJPEG recordings, although sadly, most of the finer detail is lost after uploading, as can be seen in the screenshot comparison below:

Originally used in an earlier article testing out MJPEG on Diablo3 with Bandicam, this screenshot shows examples of the detail loss after uploading to YouTube, when the video is played back at 1080p and 720p. Click to see Full Size 

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What was more disappointing was that YouTube feels the need to overly re-compress uploads. Much of the quality is lost, especially things like the film grain, one of the 'first things to go' in temporal video recompression. For instance, at 1:03-1:08 there is visible grain effect maintained in the settings I chose for the final compressed output file, keeping most of the grain from the original MJPEG recording from Afterburner. In the YouTube Video Player after uploading, it can be seen that much of that grain is lost. Another example of this is the dense cornfield against the much flatter sky textures at 1:30-1:36. I kept the complexity of the cornstalks and hard contrasts of the plant details versus the sky on purpose, yet after YouTube's recompressing of the video, the result is blurred and smoothed details that were not like that in the recorded MJPEG video or the final H.264/AVC high-quality video output/final compress. I will attempt other uploads of the data at various settings for experimentation and put it just below this paragraph when an upload does not lose much of the finer details I wish to share**. I understand they must do it to save space (no doubt people upload huge, 'FRAPS-original' size files and recordings sometimes), it is merely unfortunate. At least it then becomes an example of what happens to some of the quality and detail once uploaded to YouTube (the extracted frame above, for example, is from the original MJPEG recording produced by Afterburner). There seems to be no use, at this time, to attempt to upload extremely high quality/fine detail. 
 The file originally uploaded to YouTube, the results of the MSI/MJPEG Quality Test, was previously compressed with a bitrate of 25Mbps. While this bitrate, using high-quality H.264/AVC codec settings, was enough to maintain details such as Film Grain and high contrast edges, much of this detail was lost after YouTube recompressed the uploaded file. 
**Another, higher-bitrate excerpt [in an attempt to compensate for YouTube's recompression] of the original MSI/MJPEG video capture:


This video then, is an attempt to compensate for YouTube's recompression and data loss, by uploading a video stream with a very high bitrate (an average of 60Mbps, up to 80Mbps, higher even than the original recorded data). As such, the duration is much smaller, a mere excerpt of the original intended upload.

Result: Even when a video stream is uploaded with the much higher bitrate, even when the original captured file is uploaded, even when I rendered the capture to a 2160p (4K UltraHD) file and uploaded that to YouTube, YouTube's recompression of the uploaded material (while still watchable) loses far too much detail from the actual upload - at least for high-detail evaluation of a game recorder's produced video streams. This is unfortunate. For now then, I will try to always show frames (screenshots) extracted from the original captured files created by game recording applications in Quality Tests...

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Turning up the Recording Quality setting to 100%, the bitrate for MJPEG jumps up to over 275Mbps (over 30MB a second of file size being written to the drive). Quite a jump - and at that bitrate, the size becomes comparable to a YUV codec (or a FRAPS 1080p half-size recording) easily - but the quality ramps up as well. Color dithering and loss of detail is surprisingly near-negligible at 100% Quality with this game, yet the resource demand for using the MJPEG codec [especially MSI's optimization of it] seems to remain small, as MJPEG was already a lightweight codec with somewhat smaller processing being done, to begin with. Today's powerful videocards and CPU's should be capable of pumping out a sequence of lightly compressed JPEG's in a single file [no pun intended] without breaking a sweat. As long as your system isn't chugging along already, adding some MJPEG capturing shouldn't affect it very much. For those of you with slightly older systems with trouble recording in other codecs, give MJPEG a try, it should record smoother for you.

Overall, well done MSI.  /clap



If anyone is looking for a completely free Game Recording program (it might have even come on a disc with your videocard, as mine did) look no further than MSI's Afterburner. Keeping the settings relatively high [especially with the MJPEG codec, to keep compression artifacts low] and/or doing your own tests to see what looks 'good enough' for you, I suspect many people will be happy (if you aren't already) with using Afterburner and the low-resource-demanding and editing-friendly MJPEG codec to record your gaming adventures.



Please note dear reader, that I am not saying "This codec is the best one to record with" or "use this one only". I am merely showing that it is possible, or how to tweak it for quality or file size, as to your own personal tastes. There are many codecs out there to choose from when game recording and although some are more apt for certain types of games than others, overall it is your own choice to do with as you wish - do a few short tests and use what you prefer.


Have fun recording with MSI Afterburner and the MJPEG codec - and See you in the games!








[Note: As noted throughout this article, this testing of MJPEG with Hitman:Absolution alone is not a full test of MJPEG quality maintenance potential, as this game utilizes a "Film Grain" effect, which hides some of MJPEG's weaknesses in maintaining Quality. In a future post (Part II), a more in-depth examination of MJPEG as a video game recording codec, using other games and utilities, will be actualized. See you then!]