Just a quick Notification that there is a fantastic Sale going on this weekend that you don't want to miss before it's over, concerning two of my personal favourite Franchises: Hitman and Fallout.
For Hitman, it is the Publisher's 20th Anniversary (Happy Anniversary, IOI!) and they are celebrating with us all, offering a whopping 75% OFF at Steam.
This includes all past Hitman games and even the newer Hitman 2016 - for example, you can get the "Hitman Collection" (shown above) for less than $10 USD, which includes all of these past Hitman titles:
Hitman: Codename 47
Hitman 2: Silent Assassin
Hitman 3: Contracts
Hitman: Blood Money
Hitman: Absolution Elite Edition
Even the newer Hitman 2016 - Game Of The Year Edition(!) is on for less than $20 USD!
For Fallout, Steam is calling it a Weekend Deal; but at HumbleBundle, it is called a "Bombs Dropping Sale" [hopefully not 'really' in real life - we need more time to play these great games! lol]. Want to play the Original "Fallout 1" or finally own "Fallout New Vegas"? They are less than 5 bucks each, right now!
Example of Sale Prices at HumbleBundle for the Fallout franchise
So, if you have been waiting patiently for Hitman 2016 or Fallout 4 to go on Sale, this is it! Now is the time! GOGOGO!
Question: Will I like Hitman 2016, if I liked previous Hitman games (other than Absolution)..?
If I may sum up the Hitman series so far (even though some of you might already know parts of this), the Hitman series was never really a 'play through a long storyline linearly through, a level at a time' game, like other games. That is why so many people liked Hitman. You had to figure out what to do by observing, exploring, finding things out on your own. That is also why some people didn't like Hitman - it was too difficult for many, not knowing where to go or what to do, at first. Overall though, Hitman games didn't have a linear level direction and one-directional-storyline to play through, one map at a time, like most games.
Hitman always was more of a 'play in a sandbox with some story plots around, non-linearly through an area at a time, figuring out all of the ways you can get a mission done, finding out which is the best for your playstyle (or what is required for a mission)'. Absolution wasn't like this as much as previous games; Absolution was more linear, like a traditional game, with one long Storyline and the areas had more of a linear playthrough style (only 'one large way to go' overall, in the levels).
Hitman2016 has both elements, it does actually have a bit of an over-arcing Storyline; but each area is its' own 'sandbox of puzzles and death' to play in. There are so many ways to get through a level - and the guidance/radar isn't as 'hand-holding' as it was in Absolution (one aspect many didn't like in Absolution). There are tons of Challenges ('special ways to do things') and lots of Unlocks (weapons, disguises, locations) per area.
My favourite part of Hitman2016 is the dynamic music - it changes on-the-fly to suit what you are doing - from sneaking, to exploring, to combat; it changes its' dynamic/pace/theme based on what you are doing, or even going to do... If you ever wanted to be in a 'Bond/spy' type of movie, sneaking around and interacting with people to music that changes as you do it all - this is it.
[I think that HITMAN2016 is one of THE most Polished versions yet... While it has only a few 'levels', they are huge and have literally dozens of play-throughs for each and every one (missions, escalations, contracts by players, etc). The graphics are great, the twists and turns of the [smallish] plot(s) are interesting, there is a good handful of weapons/toys to choose from; everything is great in HITMAN, imo!]
Note: I am not affiliated with, or partnered with, the above game publishers or developers or websites, in any way; and I have not, and will not, receive any compensation in any form, for mentioning them here. There are no Affiliate Links or other connections herein, to follow. I am merely an enthusiastic gamer that likes to share helpful information to other gamers, when I can.
This is actually a Personal Discovery (something I found in the game) that I have never seen before (even though it was there)** - and initially I thought that maybe it was something that was well-known and has been talked about, especially in a game over a decade old now - but after doing some searching and poking and prodding, it appears that this may in fact be an actual "discovery" - something 'unearthed' that, even though it was 'already there', it was never before seen (or at least, noticed)**
Now, I don't like Articles on the Intertubes that take a long time to 'get to the point' [one of the reasons why I try to put a "Short Version and Long Version" in my longer articles with explanations]
so here it is:
When Agent 47 loads the W2000 Sniper Rifle, he 'flips' the clip magazine into place1.
1[I wanted to say 'clip' here, as a gun novice, but as I understand after some quick researching, the big block-y thing is called a 'magazine' and not a 'clip']
I'll say it again, just to let it sink in: When The One And Only Hitman puts a magazine into his W2000, he 'spins' it, 'kicking' the cartridge in with his hand**
I never saw this at all, or at least, never 'caught' it happening, previously. And after looking all of the above words up (putting them into different forms of phrasing in searches online), I don't think anyone has noticed this - hence, my slightly over-the-top title - I really do think I discovered something here...**
"How can I not have seen this before?", I asked myself. And Myself answered [it often does that, don't tell anyone]:
"Well, we didn't have this technology before" - at least I didn't. That seemed like the explanation. We (meaning me, I shouldn't really say "everyone has missed this for years on end") have never had the capability to turn up the graphic settings in a game as much as in recent years. Basically, I'm putting the blame on the fact that I have never been able to see such detail in this game before (I recently upgraded to a R9 Series Radeon 280 and so I was never able, in the past, to 'turn everything up' in this game and therefore, never caught it - which is why I'm terming it a 'discovery' (at least, for me) - and it was discovered by accident...
I was doing some Speedruns of A Vintage Year, trying to beat my own Personal Best [of 1:44, which I did, a video to be uploaded Soon™]. While doing so, on one run, while near a corner of a wall, setting 47 up to open his Sniper Rifle case and put his weapon together, the camera rotates to show The Hitman loading up his rifle. The camera however, got 'caught' on the nearby wall, moving along the wall and causing a 'zooming-in', which highlighted this little occurrence.
Here is a short GIF I put together showing off this little move he does:
Agent 47's "spin move" with the clip magazine, loading the W2000 sniper rifle...
(**which, upon closer inspection isn't him 'kicking it in', it is a glitch) GIF created using Sony Vegas Movie Studio and Honeycam
I can't tell from the recording if the clip magazine gets partially inserted (and then 47 'kicks' it in with his hand, which would be the source of all the awesome), or if it is more of a 'glitch'**, and the graphical model of the magazine is getting caught/stuck on the handle of the rifle, causing a spinning motion as 47 then pushes it up and into the magazine receptacle [I don't know the name of the slot on the gun where the magazine inserts into lol]. Until I get a Final Ruling on this matter, for now, I am going to consider it a little personal 'trick' of 47's and sit in awe of his awesome hitman-ness...** Maybe I will slow it down and put it above, in a GIF for all to see, Soon™
Now if you'll excuse me, I have to go do some more Speedrun attempts in Blood Money. I have to beat my previous time!
**Update (and explanation of the many instances of **): Initially, I wrote this article with the 'spinning of the clip magazine' as a really neat discovery (something I didn't see before and I didn't find anyone talking about online) - thinking that The Hitman was 'spinning the cartridge into place'... but upon further analysis, I feel it now to be more of a graphical 'Glitch' [I am changing the title to Glitch, to reflect this]. This is based on my own observations within the game and an attempt to create a 'final explanation' to myself (and to help others). The clip magazine appears to 'float' in midair on further inspection/zooming/slowmotion/etc, it seems to be getting 'stuck' on the handle of the rifle - and why would it even be 'flipped/spun' after being 'placed' in the rifle, by a person using it? It would not... Hence my own personal, final decision then: The coolness factor may still be there, but it is not a 'fully functional' coolness - it seems to be more of a graphical glitch, where the model/mesh of the magazine is getting caught on the butt of the handle... /sigh - oh well, still a little enjoyable thing nonetheless [I am changing the title, adding "Glitch", to reflect this decision]
It's hard not to get excited enough to use cliches here, so I'll just say that all fans of the Hitman series of games should set their sights on a huge discount that is happening right now on Steam:
(This banner will take you to the Steam Store purchase page for this sale)
"The Hitman Collection" as Steam calls it, is targeting all Hitman games of the series (except for Hitman: Contracts, possibly due to licensing issues), setting them at a near-fatal 80% off their regular price. This pecuniary garroting means that Hitman: Absolution is going down for the killer price of only $4.99 (when the regular price as of the time of this post is $24.99), or you can snipe all four games for $8.99 - but all of this is in view only until January 24th - then the mission is over...
Okay, that's enough cliche for one post. I hope you catch them in time. Good luck, 47. Ooh, I had one cliche-bullet left.
Messing around trying another Speedrun, this time booting up some good'ol Hitman: Blood Money, "A Vintage Year" level.
Hitman is a wonderfully crafted, enjoyable game. In my opinion, every single installment in this series has been. People have enjoyed the 'puzzle-play' aspects of it, people have enjoyed the gunplay, the stealth. Players have also enjoyed trying to run as-fast-as-they-can through levels that were probably not designed with this intention. Now, Hitman: Blood Money may not win any awards for "realism" in some areas of gameplay, but I personally have something against the concept that an Assassin, wearing a nice suit, most likely a millionaire, is carrying around twenty dollars in pocket change. Heck, I am sometimes annoyed at the jingle in my own pocket of a couple of quarters when I come across them. Thus, my personal aim with this level: to do a Suit-Only, Targets-Only, Silent Assassin, 'No Coins' Speedrun (on Professional Difficulty). I am probably not the fastest at this sort of thing, I have only done a couple of intentional Speedruns in the past; but it was still fun to make and I figured it was 'decently fast', so I wanted to share. Enjoy!
Recorded game: Hitman-Blood Money, First/Third Person Shooter/Stealth/Action
Recorded with: Bandicam (Registered Version) @ 1080p
Recording codec: MPEG-1 @ 80% Quality (Default Setting), 30fps
This was actually not as hard as I thought it would be - after finding out that Delgado.Sr is snipe-able up out on his balcony. It was his Son that gave me trouble (as it seems to do with everyone, after a few forum finds on the subject). I started just pushing him down the stairs and also setting up the Barrels to fall on him; but eventually I settled on just a good-old-fashioned-assassin-stand-by: the single bullet to the head. This felt 'right', after sniping dear-ol'Dad, anyway. Instead of pushing the Guards at the bottom into the water, I just walked non-chalantly by them, as they didn't seem to care anyway.
[On the actual Playthrough, I seem to get some guards' attention, but I assumed this was for going into the areas I wasn't supposed to, not for being witnessed killing anyone]
I also wanted to do things like 'leave nothing behind', such as 'just dropping weapons' (like the Sniper Rifle) to save time. This sort of stems from the multitude-of-coins thing... Don't get me wrong by the way, I appreciate the time so many have taken to figure out their own ways to complete Hitman levels by using distractions. I just for some reason [OCD?lol] find it hard to extend my fantasy thinking within the game 'that far' - to where a so-called Silent-Assassin-slash-Hitman is always carrying around and actually utilizes enough laundry money to make the homeless cry on every mission. [I didn't actually mean to rant here, hah] I just think if an assassin wanted to throw anything around to distract guards, it could more realistically at least be a found weapon of some sort, as opposed to a ton of coinage everywhere (pebbles could even make more sense).
At any rate, whether you use coins (a mechanic that is indeed offered directly within the game) or you don't, there you have it; not the fastest run [or the most 'Silent' lol], but hopefully an enjoyable little watch, nonetheless.
Just a quick tip for Hitman: Absolution and finding the 'seemingly-not-as-easy-as-everything-else' Axe item in the First Mission/Tutorial, for those who don't know where it is already. It is found outside, in the Gardens area, before you actually get into the main mansion - before you even get to the Greenhouse. It is near the very beginning of entering the grounds. It can be found stuck vertically into a shortened, cut tree. My Agent47 got ticked off walking around the level backwards using Instinct off and on, looking for it until he finally found it (for 100% completion of the level):
I finally picked up the latest iteration of the Hitman Series, Hitman: Absolution, starring Agent 47 as the main anti-hero, id est killing the bad guys but never quite [arguably] becoming one of them. Differing from the last couple of Hitman publications, Absolution has an overarching story, connections being made in a chronological manner throughout the various stages and settings. Characters are introduced and developed via cutscenes, as the plot is pushed further by your completing the next mission for a feeling of engagement in the storyline.
I personally liked this approach, as opposed to the last couple of Hitman games, which seemed like mostly 'replays' of old missions from previous games (which in and of itself, isn't a bad thing). While there were similar settings, such as a Chinese Market Square, they were sufficiently changed enough - especially with the graphical improvements and new gameplay interface - to seem varied enough to be enjoyable. There were even updated versions of [personal] 'old favorites' that I waited excitedly for (such as a 'Hotel' stage). Slightly more varied than the old versions, if you include the new "Instinct" game mechanic, these levels felt 'fresh', even if they weren't new.
The "Instinct" game mechanic seems like an effort to simplify the game, making it easier for newcomers and those who had trouble with the complexity and scope of the previous Hitman games. Indeed, I remember reading a lot over the years of people saying the Hitman games were "too big" or "too complex" and that it didn't help the player much at all, as far as where to go and what to do. It "plopped you down in a large area with just a map", they felt. Of course, that was the draw for all of the other people, the complexity and seeming openness of the game was enjoyed, where you had to figure out everything yourself. You could decide what to skip and what to do and could decide for yourself how to do it. The new "Instinct" mechanic of Absolution doesn't take too much away from this (you can turn it 'off' if desired) and it actually adds to the cinematic feel of the game by taking the 'player out of playing', so to speak, which results in more of a feeling that you are 'playing Agent 47', guiding him (and using his innate abilities) through the game, as opposed to 'actually being Agent 47' and figuring everything out yourself heavy-handedly. I suspect this more objective approach has already been a point of contention since the game was released.
An example of Hitman: Absolution's new 'Hitman Instinct' game mechanic, showing how Agent47 can 'sense' enemies in and around the nearby area and estimates where they may be heading.
When utilizing Agent 47's 'Instinct', the game shows where 47 'senses' there are enemies and where they are and shows you on the screen with outlined shapes. It even shows where 47 'calculates' enemies will be moving to, showing you their intended path with a line of flame and where they will stand still with a larger lick of fire. This is where the adrenalin-dipped decision making and primal 'danger' awareness kicks in during the game, as a player can choose to set up an engagement with an enemy, or stealthily avoid these paths and points.
For those who do not like or want the new game mechanic at all, it can be turned off, mainly by choosing a higher difficulty level. There are five to choose from and higher difficulties result in more 'sensitive' or 'aware' enemies, tougher enemies (wearing more body armor one assumes) and more of them. For those who are new to the game or having trouble with it, the difficulty can be lowered as well, with less enemies, enemies with less skill (not as good at aiming) and less awareness (having a bit more 'tunnel-vision') allowing you to sneak around them easier. The option to have this game mechanic off or on, at the players choice, is nice and was no doubt included to appease those who would not like it's hints and guidance. New players (those talking about the games' difficulty in the past) can have it on and still enjoy the action and storyline as well. It feels like an 'attempt to please everybody' - and I assume it will work well in that regard. (I haven't read any Reviews of the game (to avoid exposure to the material within) before I purchased it, but I assume that once I indulge in others' opinions, I will see much disagreement on that last sentence).
View of a hotel cleaning supply room from an air ventilation shaft. Click to see Full Size
The game itself felt atmospheric and cinematic. The music changed as action waxed and waned. Enemies ignored or chased you around winding levels that you had to discover and remember. The graphics were spectacular, with detailed textures, dark and gritty lighting and shading. The core Hitman gameplay was there - even if it wasn't there for very long. This game felt very short to me. Perhaps it was the somewhat simple Television Movie Special plot, perhaps it was the number of missions (although they were split up into sections). Perhaps it was merely enjoying it so much that I wanted more, but just during the course of writing this article off and on, I have completed the game in it's storyline entirety (not counting Challenges and Item Collection) in just over 20 hours. That doesn't seem very long, but I suppose it is to be expected in a game that is more like "Max Payne" and less like "Skyrim" (more Action and less RPG). You could keep playing after finishing the main story, select past levels and retry them, doing them 'cleaner' for a better score or achievement, or look around and discover new weapons and pathways, or just redo any level you wanted to for fun.
An example of how the levels are split up into sections and how you can select past levels to replay them.
An example of the updated game engine, with higher-detailed character models, textures and environments.
Click to see Full Size
Other than the copy-pasted 'general population' mannequin-people utilized in larger crowds (used understandably to keep memory/resource usage of the game down of course - all of the 'main' NPCs have good detail to them), I personally liked the attention paid to smaller details, such as the amount of debris scattered around the levels - things like cups, papers and garbage, all part of the gritty 'lived-in-ness' of the environment, adding to the realism. It's nice to see games that pay more attention to the surroundings/settings these days, as opposed to the stark, clean-floor environments in games of yesteryear.
Overall, Hitman: Absolution was very enjoyable. It was great fun to figure out steps and schemes for the various areas and carry them out with cold calculation. I laughed out loud a few times and grit my teeth in anger at the more difficult parts, playing them over and over again, trying to figure out new ways to accomplish the objectives and complete the contracts. Despite feeling shorter (perhaps just because it was so enjoyable) and despite some changes that others might not entirely like, I still suggest trying it (especially if you are a fan of the previous games in the Hitman series). I personally had a lot of fun with the game - and isn't that the most important thing?
Have fun with Absolution and See You In The Games!
After playing through the first Contract ("The First Hit") properly, I noticed that the only requirements were to kill the target. It didn't seem to matter if you got spotted or anything else, so I thought - that would be perfect for a Speedrun!
Level: Hitman (Absolution) - Contracts (The First Hit)
Time: 21 seconds
Score: 95,186
Runs: About 4-5
After a couple runs of seeing what the fastest path might be (leaping over the log takes more time than running around imo), I changed to a smaller resolution and turned the graphics down to low settings to help with speed. I don't know if this is the fastest possible route, I just found it worked well instinctively after a few runs.
Bandicam seems to have some trouble with H:A, the fps keeps popping through, and seems to lag it out a bit. I even tried disabling SLI. I thought it might be my NVIDIA cards, and in the end, I ended up running it on an AMD/ATi HD 6870 even smoother than dual GTX 560Ti's (this game prefers AMD videocards).
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).
...
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!]
Warming up for the fifth installment in the Hitman series, I decided to boot up some Hitman: Blood Money. I tried to complete the game on the Pro difficulty setting, something I didn't do when I first bought the game. It wasn't too bad actually. After getting used to the controls again, I wished I was recording when some great moments happened while playing through the game (of course), but everything was going pretty smoothly considering I hadn't played in a while - until 'that level', the hidden-but-not-really bonus stage named Requiem (the 12th 'mission' in the game).
* YARR HERE THERE BE SPOILERS * [Jump to the video to avoid them]
For those that don't know, when Agent 47 is considered dead, you can actually continue playing him by moving/pressing buttons and shoot your way out of your own funeral - and who wouldn't want to do that? Isn't that nearly the purpose of a 'wake' anyway? Then you just shoot your way out of there. Or, if you are playing on Pro difficulty, you get shot and die and restart and then die and then restart and die and then restart and try again. Apparently, some people are still trying to pass this level to this day.
Going in knowing only two things: that you can take the priest as a hostage/shield and there is some sort of weapon or item in the corner, I managed to complete the stage in less than 26 Minutes. Booyah! (hmm I don't think people say that anymore)..
Unedited, One-Take Recorded with Bandicam - complete video compressed to ~5Mbps for smaller upload size Game: Hitman: Blood Money, Steam Release (v.1.2) - 'Secret'/Bonus Stage, Requiem (Mission 12) Gameplay Time: ~26mins. - recording resolution 1280x720, while playing at 1920x1080 - logo watermark (our GTAM logo), embeds a little bigger when recording at 720p - might try out annotations on YouTube for the attempts