Showing posts with label quality. Show all posts
Showing posts with label quality. Show all posts

Thursday, September 03, 2015

TestRun: Game DVR, The Windows 10 Built-In Game Recording Utility [with a short Game Compatibility List and Quality Setting Comparison Screenshots/Videos]


[Update: Since the time of this posting, GameDVR has been Updated by Micrsoft and now offers 60fps Variable Framerate and other new options, such as recording resolutions higher than 720p. I will try to do another TestRun of GameDVR and these new-and-improved settings, Soon™]



Just after the Windows 10 Release, I upgraded the main OS [Operating System] on my PC to Win10 (from 8.1). Yes, I took the plunge... I was actually in the Beta for Windows 10 and have been double-booting with it, testing it off and on for months now, testing out mainly game compatibility for a future article here [Coming Soon™], and for the last few days, I have been trying out Windows' built-in game recording program to see if it could possibly replace third-party game recording applications such as MSI Afterburner, Bandicam, Dxtory and more. Today, presented with a more loosely-formatted 'TestRun', here is what I found...


Game DVR in The Xbox App



In Windows 10, many programs and applications have been created with a Tablet 'feel' to them, with a simplified interface and large 'buttons' to click on, commonly referred to as "Apps" [this concept was introduced and is carried over from Windows 8, but all of the 'regular' Windows programs, such as the Windows-Vista-era Control Panel are still there for Veteran Users]. The built-in "Game DVR" in Windows 10, that lets you record gameplay, is within the Xbox App. The Xbox App is very easy to find and open, as it is in the Default/First panel, when clicking on the Start button/area', shown below:

Game DVR is found in The Xbox App, shown here in the Start Menu of Windows 10.
Click to see Full Size.


The Xbox App can connect to your Xbox Live Account, keep tracks of Achievements, launch installed Games, Connect directly to your Xbox and more... but as this is a blog that talks [mainly] about games and gameplay recording, I'll focus on the Game DVR portion of the app [from the point of view of a PC user], for this article.



Game DVR Settings



Taking a look at the settings, you can enable and disable Game DVR entirely if needed (or for compatibility with other programs running or performance reasons) and within it you can set your own Keyboard Shortcuts - which may be needed for some games that won't recognize the Windows Key (with the Windows Logo on it, on Windows Keyboards, usually next to the ALT keys). The original Default Windows Shortcut Keys for the Game DVR cannot be changed or modified, but the ability to let you assign your own set of Shortcut Keys makes up for this. Here is what my assigned keybindings look like, below:

An example of the Keybindings found in Game DVR in Windows 10.
The "Your Shortcut" section allows for personalization of keybindings to your own preference.
Click to see Full Size.



Buffered Recording is a great inclusion in the Windows 10 Game DVR, where it is called "Record That" [recently changed to "Background Recording"††].

For those who aren't familiar with it, Buffered Recording is where the game recording application constantly records in the background ["working similar to a treadmill" as I like to tell others] where the same space (on the hard drive) is recorded over and over, over-writing itself (losing the previous data) constantly - until the user (you) stop the program, essentially telling the program "keep that last bit you just recorded on the treadmill" - where it will then save that last portion 'permanently' to a video file, keeping the last thing you saw on your screen (the last 30 Seconds, for instance, if it is configured to buffer record that amount of time). Then, Buffered Recording begins the process again, recording another 30 seconds and re-recording over that new portion, again and again, until it is 'saved' by the user. Seen in the past in the game recording program FRAPS (and today in many programs, such as Shadowplay, MSI's Afterburner, Open Broadcaster Software and more), it is a very useful feature to capture that 'bit of action that just happened' in your gaming adventures.

In the Screenshot of a section of the Game DVR app below, I have configured a setting of 30 Seconds of buffered recording. Since this buffered recording is running constantly once the app detects a 3D/accelerated program running, it can be configured to not run if you are using it on a Laptop and running on the Battery, by simply removing the Checkmarks in the Checkboxes present below.
[It can also detect and record any 3D-accelerated interfaces, such as a web browser window or player within a webpage, but it does not seem to record the Windows Desktop in general, at the time of testing]
In this Updated Screenshot, it can be seen that the Buffered Recording capability of Game DVR is now called "Background Recording", changed from "Record That", found in previous builds of Windows 10. Background Recording can be Disabled or Restricted if needed. A buffering time of 30 Seconds is shown. Click to see Full Size.


Game DVR Quality Settings



As for the recording Quality settings, there are simply two options: Standard and High.

Game DVR recording quality settings have two options, Standard and High.
Both settings are configured as High in the above screenshot of the quality settings.


In my testing, it appears to have an effect mainly on the Bitrate used to record with, where the settings create an output, on average, with these recording bitrates:

Standard: ~10Mbps max. (VBR) [Variable Bit Rate, changes as needed]
High: ~20Mbps max. (VBR) [Variable Bit Rate, changes as needed]

Indeed, according to the Microsoft site page for the Game DVR app, looking it up after some testing, these are the exact limitations of the two quality settings.

However, the Xbox site page also lists Resolutions to be limited by the setting - which it doesn't appear to be limited to [at least on the PC, in my testing] - for instance, I was able to record in 1080p even though I had selected the "Standard" recording Quality Setting (although the Bitrate was still limited within the file to about 10Mbps), whereas the Xbox website page for Game DVR lists "Standard" as recording in 720p.
[It is possible, that the recording engine is 'upscaling' the footage for the recorded file, that is, recording at 720p 'internally', then resizing it to 1080p before it saves it into the recorded file output... but after looking at the recordings themselves, it does not appear to be the case (the level of detail maintained by the codec is the same in both Settings). Perhaps Microsoft may change these settings in the future.]




Game DVR Format and Frame Rate



The files created, upon superficial examination, appear to be MPEG-4 Part 10 (H.264/AVC) codec files, using VFR (Variable Frame Rate).

Note: this usage of VFR can potentially cause issues with importing these files into NLE video editing programs (Non-Linear Editing applications) as I wrote about in an earlier article, stating it is a reason that many are having problems editing and importing Shadowplay recordings, here at the blog. 
Bandicam, another popular gameplay recording program, addressed this issue in a recent update to their application, by including an option to record in CFR (Constant Frame Rate), to alleviate this issue - I wrote a short post about that, here at the blog, as well. 
[Note that not all video editing applications will have this issue - some programs, such as Cyberlink's PowerDirector and Corel's VideoStudio for example, do not seem to care what frame format type is imported into it as they both accept and edit VFR-created recordings without problem, in my testing. As well, I have tested importing Game DVR recordings with Sony's Vegas Movie Studio 13 and Editshare's Lightworks 12 (without Transcoding) and had no problems importing and editing the Game DVR clips, despite the clips having the VFR frame type format]

Using VFR, the recording output process changes the Framerate for the output file as needed, reducing the frames written into the file when less is changing on the screen/between frames, and increasing the amount of frames inserted into the output file when more is happening onscreen.

Looking at the recorded files that Game DVR produces, they seems to have an average output of 30fps [something many online are already speaking negatively about] - but that number increases up to 60fps at times, as needed/decided by the codec. For instance, the media information in one output file, a short Game DVR test recording of Battlefield: Hardline, shows the framerate data following:

Frame rate mode: Variable
Original frame rate: 29.970 fps
Minimum frame rate: 14.978 fps
Maximum frame rate: 60.241 fps

So, the VFR settings for Game DVR appear to be a Target Framerate of 29.97 frames per second (the NTSC standard, as I am currently in North America); but it increases it at times, up to about 60fps. 60 frames-per-second seems to be the upper limit, as the game itself was able to run at over 90fps when playing it (when it was recording this very file) - this can be seen in the screenshot below, in which I left the FPS (Frames Per Second) Overlay/indicator for Bandicam running in the game [Bandicam was not recording, it was merely running for the Overlay]:
An example of Game DVR Recording Quality and Performance, this frame was extracted from a recording that was utilizing the High settings of Game DVR. A lightly compressed JPEG image, it also shows the Quality maintained by Game DVR at this setting. While the recording was saved with a Variable Framerate within, it also shows the high Performance maintained by Game DVR, as the game itself is still running at over 90fps while recording, with Game DVR. Click to see Full Size.



To mention the Audio formatting used for a moment, the Audio within the Game DVR recorded file output appears to be a typical MPEG-4 Part 10 AAC format, at a 48kHz sampling rate and a 192kbps bitrate [which is in my opinion, a "good enough" BitRate for general audio recording use, especially when utilized as part of the Advanced Audio Coding format of MPEG-4 Part 10, which is capable of higher apparent quality than matching MPEG-1 Layer 3 ("MP3") BitRates]. The BitRate can be adjusted though, down to 96kbps, to reduce recording file sizes, if needed.

Game DVR Audio Recording Settings, showing the choices available at this time,
from 192kbps down to 96kbps to reduce recording file size, if needed.


Unfortunately, the Audio track appears to be limited to Stereo as of the time of this posting - in fact, if you are having problems with 'No Audio' in your Game DVR recordings, changing your Audio Device output to Stereo may alleviate the issue for you.
Steps to open your Audio Devices in Windows (and also change the Drivers installed for them, if needed as well) can be found in my previous post about Game DVR, here:
http://gametipsandmore.blogspot.com/2015/08/quick-tip-part-2-of-2-no-audio-recorded.html





Game DVR and Game Compatibility



When testing Game DVR, it was not always possible to record every game, especially when the game was not running in 'Windowed Mode' - this recording app seems to more easily detect a game in Windowed Mode, at this time.
In Fullscreen Modes, many games were not detected at all. Even if a game was detected and it was possible to record with Game DVR, there were not always indicators or panels of information that showed up, to assist in the recording process or to notify that it was occurring.

This appears to be by design, after looking at the Xbox website for Game DVR - it states a warning, that:
"...If a PC game is in full-screen mode, the Game bar will be blocked from opening. To use the Game bar or the shortcut keys, you’ll first need to adjust the game settings to open in Windowed mode. Once in this mode, press the Windows key + G to open the Game bar, and then select the checkbox 'Yes, this is a game'. You can now either play in Windowed mode or switch the settings back to full-screen mode, but once in full-screen mode you’ll have to rely on the Windows shortcut keys, as the Game bar will be blocked. In this mode, use the Windows key + Alt + G and Windows key + Alt + R sequences to create your recordings. The other keyboard shortcut combinations will not work in full-screen mode..."
(quoted from the Microsoft Game DVR website).

So, if you want to use Game DVR to record most games [not all, as it does not work with all games], you may have to run the game(s) in Windowed Mode, to increase compatibility. You can try running the game(s) in Fullscreen Mode, but I found during testing there may be no indication that the recording process is occurring or not. For some games (eg.Tomb Raider 2013), a red panel/indicator would be shown in the upper-right corner, for other games (eg. Battlefield 4), the game screen will slightly 'dim' in brightness, indicating that Game DVR has 'saved the last recording'.

I want to note here, that most games do not seem to even be detected by Game DVR if they are run in Fullscreen Mode.
[In my opinion, this is a large negative against Game DVR, as most gamers are probably running their games in Fullscreen Mode, if the game is capable of it. Hopefully, this limitation of Game DVR will change in the future, via a patch or Hotfix from Microsoft - after all, other game recording programs can handle Fullscreen Modes (for example, Bandicam, Dxtory, MSI Afterburner (which is also completely free, like Game DVR) and many more)]

Since we are talking about 'negatives against Game DVR', I should continue by saying that there are a few options that are not configurable by the end User at all, leaving a 'restricted' feeling to the app [these options may change in their configurability in the future]. I will list two of them here:

  • The folder to save the Captures to cannot be changed.

    If you don't like where the game is saving the recordings, too bad, it can't be changed. In a way, I see the point of this [from working in IT in the past], as the folder it is utilizing should experience no troubles, for the User of Game DVR, to create files in. It is in a location that should not conflict with other Security or Permission settings on a system. However, as an end User and Gamer, the inability to choose to save the recordings to another location (perhaps a larger drive, or a faster one) is frustrating, and I have no doubt this limitation may turn many away from Game DVR, for the time being.
  • The alerts (pop-ups) for the app cannot be changed.

    When completing a recording with Game DVR, a pop-up may slide in from the bottom-right corner, telling you that it has saved the file. It may also do this for Screenshots taken by the app [I say "may" here, because in Fullscreen Modes, these indicators may not show up at all]. The problem is, this alert/popup cannot be disabled, or the location of where it shows up, changed. Perhaps I am 'spoiled' by other game recording programs; but almost all other utilities of this nature allow configuration of the Overlays or Notifications, even if it is just the colour of them, or what corner of the screen they are shown in. Again, I feel that this inability to change the location of the alert/popup [changing the opacity or colour of the popups would be nice, devs] will turn many away from Game DVR, at this time.

One last possible point against Game DVR I have found during testing is: at times it will give an error (when trying to capture some buffered recording, with the Record That feature) that states "Record That will not work" and to "Start it and try again" - even though the Record That function is Enabled (already started) and was just working previously. There is no other error or information, merely that it 'will not work'. There seems to be a lot of compatibility and detection issues with Game DVR, at this point in time... [Rushed to be released with the Windows 10 Release, perhaps?]




Game DVR Compatibility List



Below then, is a list of a handful of games that I have personally tested Game DVR with, up to as of the time of this posting. It should be noted that for this list, I tested mainly Fullscreen Modes of games that allowed it (as I thought most gamers would also run games that way). This was also done to highlight the low Fullscreen Detection occurrence with Game DVR.
[Once again, Game DVR functionality may change in the future, with Updates and Patches from Microsoft, and these future changes may help alleviate many of the problems and incompatibilities it currently has - in fact, hopefully they will]



List of Some Games Tested with Game DVR (in Alphabetical Order)

Note that when running games in Fullscreen Mode, most will not show any indicator at all, when recording with Game DVR, even though it is functioning and recording the gameplay. Many games will still perform an audio indicator (Xbox alert type sound), even if there is no visual indicator shown. As well, some games will 'dim' the screen momentarily, to let you know the recording has been saved.


OK = Works in Fullscreen Mode (records gameplay, may have only audio indicator)
DNW = Does Not Work (fully or at all)

APB Reloaded = DNW†*
Batman: Arkham City = DNW
Battlefield 4 = OK
Battlefield: Hardline = OK
Counter-Strike: Global Offensive = OK
Diablo II = DNW
Diablo III = OK (Default Shortcuts did not work, Custom ones did)
Grand Theft Auto IV (GTAIV) = OK
Guild Wars 2 = OK
**Hearthstone = OK
Hitman: Absolution (Steam) = OK
Hitman: Contracts (GOG) = DNW (the GameBar opens but cannot be interacted with)
Just Cause 2 = DNW
Left 4 Dead 2 = OK 
Media Portal (Live TV Viewing Application) = OK
Minecraft = OK
Planestside 2 = OK
Plants vs. Zombies (Steam) = OK
Rollercoaster Tycoon 3: Platinum (Steam) = DNW
Street Fighter IV (SFIV), Tested with Benchmark = OK
The Elder Scrolls: Skyrim (TESV) = DNW
The Secret World = OK (possible problems, clips were cut short)
Tomb Raider (2013) = OK (possible problems, it would stop intermittently)
Torchlight (GOG) = DNW†*
Trove = DNW†*
WinTV (Live TV Viewing Application) = OK 
World of Warcraft (WoW) = OK

**(Hearthstone) - I experienced an odd 'flickering' when using Game DVR - but this only occurred in Hearthstone and in Standard Quality recording mode with Hearthstone. The symptom itself seems similar to what would be experienced in GOP-related artifacting (the size of the Group Of Pictures) as, the entire video would 'flicker' or 'flash', about every 3 seconds, when played back. As the codec used by Game DVR is MPEG-4/h.264/AVC, I state that it could be related to the GOP, as the Default GOP setting for h.264/AVC is 250 or 300 frames (depending on the interface used) - which, recording at about 30fps, is about 3 seconds. I may mention this occurrence to Blizzard, as it did not appear in other games or utilities (for example, the Unigine Valley Benchmark produces no such artifact/effect). [I suggest only using High Quality recording mode to record Hearthstone with Game DVR for now, as a Workaround]
†* (Various games, not all were tested for this) - I noticed during testing, that most games that will not normally record in Fullscreen Mode with Game DVR will record and buffer record (which Game DVR calls "Record That"†† [which in my opinion should perhaps be called 'Catch That' or 'Keep That' or similar]), if the game is changed to 'Fullscreen Windowed Mode' [which also assists in ease of Multitasking (ALT+TABbing, etc)]. In this mode, it is not an 'exclusive' Fullscreen mode, but it will take up the entire area of the screen/desktop/etc, so that nothing else is seen but the game. In this mode, Game DVR works far more compatibly with many more games than with Exclusive Fullscreen Mode.


If your game that you want to record, isn't buffering or recording with Game DVR, try changing the in-game options to a 'Windowed Mode' type, such as "Fullscreen Windowed Mode" - it should then work with most games!



As can be seen above, the functionality for Fullscreen Mode did not work in many games. Some games showed a red timer in the upper-right corner (eg. Tomb Raider 2013), but most did not. I am 'guessing' here, but perhaps the current functioning of the indicator(s) in Game DVR is a result of two factors:

1) An attempt to not interfere with the 3D displaying of the game material, whether for distraction (Streaming, Recording, etc) or for Performance purposes, it is simply not allowed, for most games
- Indeed, it is stated at the Game DVR information page, that in Fullscreen Mode, the visual cues will not be shown. The function of the restriction however, is not disclosed fully.

2) Incompatibility with most games
- As most games did not show any visual indicator (but the majority did give an audio indication of a recording being saved, for those that Game DVR worked with), perhaps there was a lack of compatibility at this time, for those games. I do not doubt that perhaps there was not enough cooperation from some game companies and publishers, with Microsoft, to provide sufficient Code to include the interface into their games (especially in the light that, to some companies/publishers, Microsoft is a direct competitor, with some game licenses/franchises).

Whatever the reasons, my testing found that in Fullscreen Mode, the functioning of Game DVR is either 'invisible' (no indicators, or just audio indicators) or non-compatible (not working at all) in many games.




Game DVR Output Quality, Comparison of Settings


The concept of apparent quality is mainly subjective; that is, what one person perceives as "good quality", another may perceive as "bad quality" [there is the property of mathematical identicalness of quality, but that is not what I am referring to here, I am referring to the human perception of apparent quality in the visual realm]. In short, the recordings that Game DVR produces as output are subjectively of "Good" quality. Now, this is out of a ranking that I would have between relativistic phrases, decreasing in apparent Quality, as:

Great
Good
Okay
Bad

If someone were to ask me if Game DVR gave 'low quality output' I would say, "No". However, if someone else were to ask me if Game DVR gave 'really nice high quality output', I would have to say "Not exactly, but it is Good". As I will show, the utilization of the MPEG-4/AVC codec is done quite well overall in the Game DVR utility, with h.264/AVC extended options apparently enabled, such as Deblocking (to reduce compression artifacts and the 'corruption' look of them), Variable Frame Rate (to assist in apparent smoothness of motion) and a Long GOP (large Group Of Pictures, a large amount of frames in between, to compress with) utilized, all higher functions of the MPEG-4 Part 10 H.264/AVC codec.


In this article, I am going to be looking at the overall visual quality of the recordings produced by Game DVR. In a future post, a Quality Test article, I am going to be pitting Game DVR output more directly against output produced by other game recording programs, such as Bandicam, Dxtory, Gaming Evolved (Raptr) and more - look for that article here at the blog, Soon™


As mentioned higher up in this article, Game DVR has two main Quality Settings: Standard and High, with each setting apparently limiting the overall BitRate of the produced file. For instance, analysis of recordings done with the "Standard" setting, finds that the BitRate 'tops out' at ~10Mbps, whereas recordings done with the "High" setting finds that the BitRate maximum ends at ~20Mbps. To compare the apparent visual quality of the two, we'll be looking at a few games, using side-by-side gameplay of each setting.

To begin though, I want to first show the effect of Deblocking, which Game DVR seems to utilize. Deblocking is a function within the MPEG-4 Part 10 (H.264/AVC) codec that Game DVR uses and it contributes to apparent quality of video material by 'softening' or 'blurring' edges of blocks that the screen is divided into, when the codec analyzes it, working towards 'hiding' artifacts of compression. Simply put, it will attempt make video "look better to human eyes" by 'softening' negatively-affected portions of the video (portions that are negatively-affected by lossy compression). As an example of this effect, take a look at the Screenshot below:

In the above Screenshot, the left side is an extracted frame from a GameDVR-produced recording, which appears to use Deblocking. The right side is an extracted still frame from a recording where Deblocking has been Disabled (from an application that does not have it Enabled, to be exact). Overall, the effect of the Deblocking filter in the H.264/AVC codec is quite apparent, where almost all of the edges of the "blocks" that the screen is divided into by the codec when compressing it (the "Macroblocking" artifacts of compression) are 'softened' by the filter, attempting to hide the negative effects of compression from human perception.


This reminds me of an example I compiled for an earlier article, where I talk more in-depth about H.264/AVC and the various settings of it. That example is just above this paragraph, but the links to those posts here at the blog are just below - seek them out for more information regarding x264, the Windows Interface for the H.264/AVC codec, along with Suggestions for the various settings of it, when it comes to recording gameplay:

Getting back to the Game DVR Settings offered of 'High' and 'Standard', let's take a look at Street Fighter IV again, to begin with. I use the Street Fighter IV Benchmark for a few reasons: one is, there is a good combination of fast-moving areas of the screen, in contrast to lower-motion areas, like the backgrounds. This creates a nice mix of material for the codec to analyze and attempt to compress, letting us see what the output will be. Below, is a still-frame comparison of the two settings, each with a frame that was extracted from their respective Game DVR recordings:
Game DVR High Settings and Standard Settings, compared using the Street Fighter IV Benchmark.
Click to see Full Size
In the frame I have chosen for each, there was a large amount of motion happening on the screen (a high amount of changes occurring in the video material). This frame is immediately after a large blue explosion in the center area ('magic' from each opponent clashing in the middle).

Overall, the Quality maintained by Game DVR is quite acceptable for both. In fact, the differences between the two settings may not be obvious at first glance, until one begins to scrutinize, then seeing some compression artifacts, especially in the area around Sakura's leg (the opponent on the right), and the area just above Ryu's head (the opponent on the left). In those spots, the Macroblocking (compression artifacts that look like 'little squares' or 'corruption') is more visible. The codec seems to handle the onscreen occurrence well though, as the background is not overly compressed ('smoothed out') and elements such as the ideograms on the statue can still be clearly seen.

 Below, is a clip from the same game, using the same scene/area/fight shown above, where it can be seen that the negative effects of compression are even less visible when watching the video/recording itself:


Let's take a look at more complex game material [in contrast to the stylized/cartoon approach of SFIV], by taking a glance at the Unigine Heaven Benchmark.

Game DVR High Settings and Standard Settings, compared using the Unigine Heaven Benchmark.
Click to see Full Size
In the frames above, there is not a lot 'going on' as far as we, as humans, may think about it; but there is a lot changing on the screen at one time, at least as far as the codec is concerned. As the camera flies down the preset path in the benchmark, everything around it and in view is slowly changing, from sky to stone to wood, and so on. The codec analyzes this and decides what it thinks is more important to human perception, and either tries to maintain clarity (Quality) or compresses it further, allowing the area to lose detail (mathematically lossy compression).

Overall again, the Quality maintained by Game DVR is acceptable for both, but in contrast to the above example, there are slightly more differences and these are slightly more obvious (for example, the foreground center area, where the pathway stones are, and to a lesser extent, the areas around the windows in the house farther back). In these spots, the Macroblocking (compression artifacts that look like 'little squares' or 'corruption') is more visible. The 'High' side (left side) is quite capable of handling the level of detail, losing very little; while the 'Standard' setting (right side) is simply limited by a slightly-too-low of a Bitrate, where the codec must make 'the hard decisions' and allow a loss of detail in areas it thinks will not be missed (such as the tuft of grass to the left of the pathway in the shadows).

Below, is a clip from the same benchmark, where it can be seen that, again, the negative effects of compression are less visible when watching the full-motion video/recording itself:


Lastly, let's look at another modern source, the game Hitman: Absolution and how Game DVR handles the high amount of small details and contrasting light and dark areas, by running the Hitman: Absolution Benchmark.

Game DVR High Settings and Standard Settings, compared using the Hitman: Absolution Benchmark.
Click to see Full Size

In the above screenshot comparison, I have again taken two still-frames from each recording produced by Game DVR for each setting. With the more complex material used in this game, a larger difference in Quality can be seen between the two recording settings, as the 'Standard' (right) side has far more Macroblocking occurring, despite the Deblocking capability of Game DVR's usage of the MPEG-4/AVC codec. In its analysis, the codec has decided that the brighter, complex pillar designs are 'more important to the human eye' than the darker details of the stones that line the bottom of the gazebo in the plaza. This is common for video compression codecs and how they handle video material, it is just that it has resulted in a high amount of loss in the details of the stones and surrounding darker/flatter areas. The fog and shadowed area between the piles of boxes (bottom center-left area) has also suffered from the decisions.

These trade-offs are to be expected however, and it should be remembered that the codec was in this case also purposely limited to only about 10Mbps (which is less than half the Bitrate of a BluRay movie) and forced to record in 1080p (Full HD). At the same time then, it should also be noted at how well Game DVR did handle this complex scene with its 'High' setting (left half). It seems that for gaming at around 1080p, the High setting is quite capable of holding it's own, while for lower resolutions (1366x768, 720p HD, etc) the 'Standard' setting should be acceptable and produce even more acceptable/smaller filesizes [filesizes are examined more in an upcoming post, a Quality Test of Game DVR, including direct comparisons to output quality from other game recording programs such as Bandicam, Dxtory, AMD Gaming Evolved (Raptr) and more - Coming Soon™].

Below, is the full-motion comparison of the two settings, both recordings of the Hitman: Absolution Benchmark done by Game DVR, showing how, while the 'Standard settings' side suffered at this Resolution by it's limited Bitrate, the 'High settings' side shows that Game DVR is quite a capable game capturing utility:


One last caveat, with regards to Quality and recording with Game DVR [as of the time of this post] - I was running into an intermittent occurrence where the produced recording was 'corrupted' in some manner, even though there was no problem with the game that was running, or any other indication that something was amiss while recording the gameplay - the end result/recording merely came out with this corruption going on, a couple examples of it, I will show below:
Example of the 'corruption' that seems to occur at random, when recording with Game DVR at this time. I have highlighted some of the contrasting areas in green rectangles to make them more obvious. Click to see Full Size.
Above, is a full-motion example of the intermittent video corruption that occurs with Game DVR at this time, shown in a short excerpt from the Battlefield: Hardline Single Player Campaign.





Game DVR Final Result


As a 'Final Result' then [in this more-loosely formatted TestRun], the "free" (included in Windows 10) game recording app Game DVR would be a very viable alternative to other game recording programs (such as Bandicam, Dxtory, Raptr, OBS, MSI Afterburner and more) - but as it stands at the time of this writing, while it does work with most games, it will not work in 'Fullscreen' Mode in lots of cases (although this issue can be alleviated in some cases by going into a 'Windowed Fullscreen' Mode). As well, there is currently a seemingly-random problem with video corruption, as seen in the examples just above - and this may scare away many, many people from Game DVR, for now.

There is little configurability with the Settings (for Quality, there is only 'Standard' and 'High'), but the Default formats/settings seem acceptable for most gaming purposes, seeming quite capable to handle most game material, especially with the 'High' Quality Setting. As I always state, do a few short tests of your favourite games, to see if the Windows 10 Game DVR is right for you, providing a level of Quality for game recording that you find acceptable for the light performance 'Hit/Lag' Game DVR produces (it reduces performance very little, as it utilizes GPU-acceleration and modern codecs for high performance).

[I did not test negative game performance/effect of Game DVR at this time, but may return to this post and add that information in the near future... Overall for now, know that the performance hit for Game DVR is very little, as it uses the GPU more than the main CPU of the system. As with other programs such as Shadowplay, AMD's Gaming Evolved (Raptr), Mirillis's ACTION, Playclaw 5 and other utilities that can utilize GPU-accelerated recording, doing so in this way produces only a few frames of 'lag' in performance.]

So, whether you try it today or wait for a few Updates to see if there are improvements to compatibility (and possibly configurability and fixing the corruption issue), whichever you choose, I hope that you have found the information herein possibly contributing to your decision. For the most part, Game DVR worked pretty well. Have fun trying it out and recording with it - and look for an upcoming Quality Test article, where I compare Game DVR output quality directly against other game recording programs, such as Bandicam, Dxtory, ACTION!, Playclaw 5, Gaming Evolved (Raptr) and more... Coming Soon™!

See You In The Games!




Personal Version/Opinion Add-On/DLC:

Myself, although I like the Buffered Recording functionality [something that Shadowplay, MSI Afterburner, Mirillis' ACTION!, Playclaw 5, AMD Gaming Evolved (Raptr), OBS and others offer, but something that Dxtory, Bandicam and others do not provide at this time], there are many games that simply do not work with Game DVR (many do not work at all, even in Windowed Mode) and this will no doubt keep many away from it. If they can get to patching Game DVR and increase the compatibility and number of games that it will work with, I see it as a viable competitor then, to most game recording applications, especially since it "is free" (it comes with Windows), has "good enough" Quality, and offers Buffered Recording [and in my testing for this article, I found it is importable and editable with video editing applications such as Sony's Vegas Movie Studio and Editshare's Lightworks (even without Transcoding)]. 

For the Audio, 192kbps AAC is a 'decent' starting point for Quality and most programs that handle AAC audio these days Default to 160kbps or 192kbps. Back when MPEG-2 was the most popular codec being used over the Intertubes (and DVDs), I always preferred 256kbps bitrate or higher for the Audio (I have somewhat sensitive hearing - but do not consider myself an Extremely-Sensitive-Hearing-Audiophile) and AAC 'sounds like' it carries more fidelity than MP2/MP3 audio at the same bitrate [part of its mathematical functioning], so I concur with - and was pleased to find - the 192kbps AAC setting used as the Default within Game DVR.

It is unfortunate that a Target Framerate of ~30fps (with an apparent maximum of ~60fps) is a limitation within Game DVR, as when watching recorded clips, it is somewhat obvious that the framerate was not the same as the game [when the game itself can be run at 60fps or higher, there is an odd 'choppy-ness' to the playback of the video that was not present in the game itself - the video comes out not as 'smooth' feeling, to watch (especially when slowed down or played at half-speed for a "slow motion" effect)]. Perhaps this limitation was done in the name of performance, as it would take less system resources to save/buffer video during gameplay, using this lower framerate (there are literally less frames per second to process/save/etc). Perhaps this limitation was done in the name of compatibility (for conversion to hardware/mobile players and Consoles). Perhaps this limitation may change in the future, as well.

Overall though, I was pleasantly surprised with the Performance and Quality of the Game DVR recording utility in Windows 10. Being "free", if it can gain more compatibility with a larger number of games (and get that 'random corruption problem' fixed), I see it catching on with many gamers that make the eventual switch/upgrade to Windows 10. Have fun with it - and See You In The Games!





  Note/Update 1: "Record That", the buffered recording capability of Game DVR has, since this writing began, changed its' name to "Background Recording" and may change back again in the future

Update 2: As of 2015-11, Game DVR seems to not be working [for me]... at all. There has been much negative Feedback (the App) about it and many threads already started in the Official Microsoft Forums for this, and although many are, not everyone is experiencing this trouble. I just wanted to make a quick note here that I am, so you may know, dear reader, if you are experiencing this: "It's Not Just You™"...

Update 3: As of 2016-05, I have only played with GameDVR for a very short time, but in the few short tests I did (booting into Windows 10 on a dual boot system), it seems to be working again, if still having some minor problems with Game Detection, etc.


Tuesday, May 12, 2015

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



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

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

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


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

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

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


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

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


See You In The Games!


Sunday, May 18, 2014

'Setting Of The Month': Bandicam's Xvid Implementation (with Screenshots and Quality Analysis)

As the First Post of a new type of article here at The Game Tips And More Blog
[started due to popular demand!], I would like to explain a bit about my 'Setting Of The Month':

What is meant by "Of The Month" (at least at this blog), is less 'lunar syzygy' and more 'what is currently being served', in concept. Every once in a while I will post what Recording Settings or Rendering Settings I am currently using. I want to begin doing these posts in response to two things:

  • It was requested by you readers! Over the first half of the year, I run a Poll here at the Blog (it is located on the top right panel area) and currently, the single most popular Requested Topic For Future Posts is "Tips and Tricks of Video Capturing and Editing". Therefore, as part of answering that call 'by popular demand', by my respected readers, I want to share as a 'Tip' what settings I have been using of late to capture - not to tell you 'what to use', but to simply give everyone a suggestion - perhaps even a place to start from, when recording or editing their gameplay adventures.
  • I see 'settings' asked about a lot, everywhere. Whether it is in game forums, technical forums, video editing and recording application forums, or even in my Inbox once in a while, people are constantly asking what settings to use, or "what settings do you use" - and that's great! I'm glad to see helpful replies of others (and sometimes short explanations on how someone is using a specific setting and why). As anyone who has asked me directly knows, I enjoy helping others with suggestions on settings and usually try to explain why I am using one setting over another.
And so, here is the first edition of a new addition to this blog, without further adieu:



 

This Month's Featured Setting


Bandicam's Xvid Codec


For the past little while, I have been messing with the Xvid codec - not the 'official' one from XviD.org that you have to download - the one that is built-in to Bandicam, easily available via pull-down menu in the Format area, where you choose which codec you want to record with. As of the most recent version of Bandicam [at the time of this post], Xvid is now the Default Codec that is pre-selected, when you install/startup Bandicam. Where in previous versions, a 'Bandisoft-optimized' MPEG-1 codec was the Default, now a 'Bandisoft-optimized' version of Xvid is thrust into the limelight - and I wanted to test this puppy out and see what tricks it can do!


If you've were computing through the 1990's, you may have heard about the Xvid codec. A competitor to the DivX codec around the turn of the millennium, I am actually going to skip over the history of the Xvid codec [other than this one paragraph]. Parts of such history may actually be a 'dark affair' (depending on who you talk to), worthy of it's own short documentary, as the DivX vs XviD history has some aspects in common to the history of other products and companies that were popular over time [with Saturday Night Television Specials such as "Apple vs Microsoft", "Xerox vs Apple" and more..]. As with many companies and products in popular use today, they all have "Origin Stories" that you won't find on The Internet and never will... And Now, Back To Your Regularly Scheduled Program


The Xvid codec is a version of MPEG-4 (it is MPEG-4 Part 2 or "H.263/ASP"), so it is directly related to it's younger-but-bigger brother, AVC (which is MPEG-4 Part 10 or "H.264/AVC"). As such, Xvid [ASP] does not have many of the functions that are found in H.264 [AVC], such as Deblocking, where the codec will try to 'hide' some compression artifacts that occur due to over-compression; but Xvid is still a great codec to record with, it's main strength being speed. Because it doesn't have many of the processing functions of it's more recent and bulkier MPEG-4 versions, it can 'figure out a frame and save it to a file' very quickly - which is essentially what is happening, technically, when game recording.

Recording with Bandicam's Default settings for their implementation of Xvid [designated herein as "Xvid(b)"**, to show that it is the "Bandicam-Optimized Version of Xvid"] will give you a Quality Setting of 80%. The capturing framerate, by Default, is set at 30 fps (Frames-Per-Second). The audio format, in this Default setting, is compressed "MPEG-1 Layer 2" format (MP2) for the Audio. Here is a screenshot showing what all of Bandicam's Default settings, for their implementation of Xvid, looks like in one image:

The 'Setting Of The Month': Bandicam's Version of Xvid, included with Bandicam (Default Settings)
Click to see Full Size

Below, are a sampling of a handful of games and the framerate performance hits that were seen while recording with these Default Xvid(b) settings (i.e. the differences between 'playing the game and not recording' versus 'playing the game and recording at the same time'):

Recorded Game Title                    Resolution     Performance Hit (Δ)
Hitman: Absolution Benchmark1366x768~ 2 fps
Hitman: Absolution Benchmark2560x1440~ 4 fps
FurMark (Full Run)1366x768~ 2 fps
FurMark (Full Run)2560x1440~ 0 fps
Unigine Valley Benchmark1366x768~ 6 fps
Unigine Valley Benchmark2560x1440-
Batman: Arkham City Benchmark1366x768~ 4 fps
Batman: Arkham City Benchmark2560x1440~ 9 fps
Skyrim (Introduction)1366x768~ 0-8 fps
Skyrim (Introduction)2560x1440-
Minecraft1366x768~ 0 fps
Minecraft2560x1440~ 0 fps
table code created by Danny Sanchez (journalistopia.com)

As you can see in the table above, the difference in framerate between 'Playing' and 'Playing While Recording' is very minimal [the performance 'drain' being accentuated in higher resolutions for most games]. Although only a handful of games were tested, I did try testing both spectra of resolutions possibly in use by the average gamer today, by recording with an 'enthusiast' resolution (2K/1440p) as well as a commonly-run laptop/notebook resolution (1366x768) which could also be run by older or less-capable systems. Bandicam's optimized Xvid performs very well in the tests, with almost as low of a performance change as the 'super-light-performance-hitting' MJPEG codec.

Like MJPEG however, Xvid's weakness is the lack of tools to compensate for compression. Again, I mention here the MPEG-4/AVC ability to somewhat 'hide' compression artifacts, with code for utilities such as "Deblocking" built into the codec, where the edges of areas that the codec is making its calculations in are 'softened', so that the 'blocky' effect of high compression (called Macroblocking) is less visible. In Xvid, there is no such utility, so if too high a compression level is attempted [too low a bitrate is stipulated], then these 'block' artifacts can easily be seen, especially in 'flatter' areas of a frame (portions of the screen with less color and/or changes happening), as seen in the below frames, extractions from the actual recorded video frames themselves:

[In the examples below, when the compression artifacts aren't as obvious, I will show the entire screenshot in compressed JPG format, then underneath I 'zoom in' to show the compression artifacts from the codec as magnified extractions from the original video frames, in BMP (BitMaP) format. I use sampled areas for that, as full 1440p Screenshots in an uncompressed format would be over 10MB each]

Xvid(b)** at 90% Quality [altered from Default 80% Quality Setting], Battlefield 3.
Click to see Full Size
The result when recording at 90% Quality (up from the Default of 80%) was very satisfactory, with only 'nit-pickable' parts to show the codec's weaknesses, like the Upper Left area of this scene above (with the dark interior areas). Some artifacting can also be seen in the Middle Top area (slightly obvious even in this compressed JPG), where the plain sky areas take the brunt of the compression of this frame taken from the original game recording video produced by Bandicam.

Xvid(b)** at Bandicam's Default of 80% Quality, Battlefield 3.
Click to see Full Size
The above image is taken from a game recording of Battlefield 3 that had some pistol action going on, with an explosion caught in the background. The quality of Bandicam's Default setting isn't too bad and high action scenes can actually look quite acceptable. For example, in this frame above, with the explosion occurring on an upper walkway, only the Right Edge of the explosion (with the debris) has obvious Macroblocking - and the sidewalk [and foliage] macroblocks had to be 'looked for' here - and are less noticeable in the moving video. The 'flatter area' (with less colour variations) in this scene, is the poster advertisement, which the codec punishes with compression, leaving colour banding and macroblocks evident. The rest of scene is more complicated material and demands the codec to utilize more bitrate, ending up looking not too bad at all, when VBR is used (Variable BitRate, "changing data rate") mode).
[I personally found that in dark (as in nighttime) scenes, at 80% Quality there was distracting colour quantization (colour quality loss) and macroblocks (little square compression artifacts); but for most material, the 80% Quality setting seems ok to use for Xvid(b)**, most of the time]

Xvid(b)** at Bandicam's Default setting for Xvid of 80% Quality, the Batman: Arkham City Benchmark.
Click to see Full Size
The above image is an extracted frame from a recording of the Batman: Arkham City Benchmark. A very difficult scene for any codec (unless you tell it to 'keep all quality, use 100%' and then don't mind the larger file size that will be created) it is hard for a codec to decide what to compress and what not to, as particles fly all over the place and light and dark areas shift around as the Benchmark runs through this area with changing levels/regions of Luma [lightness, brightness]. Bandicam's Xvid did a good job trying to keep the text sharp at 1440p - but at 80% Quality, macroblocks are everywhere (those present in the screenshot above are not from the JPG compression, they were present in the game recording itself). At 80% Quality, anything with subtle gradient colour changes are absolutely tortured by the codec, seen especially in the change from light to dark in the Center Top light fixture area and the Left Lower curtain region. Bright areas however, such as the light fixtures themselves and almost all of the particles flying around, are judged by the codec to be 'important to human eyes' and detail is kept high for those objects.

Xvid(b)** at Bandicam's Default setting of 80% Quality, Minecraft.
Click to see Full Size
The above frame is taken from a recording of the Minecraft Demo starting shoreline, originally captured at 1440p (the image is resized down to 1280x720). I was interested in how Xvid would handle Minecraft, a difficult game to capture and compress, as hard edges and lines are everywhere. Bandicam's version of Xvid did surprisingly well, as the video recording itself is a joy to watch, with compression artifacts barely noticeable (recording at higher resolutions helps with that, but uses more disk space for the game recordings). Magnification of the original video frame is just below (next image):

These two sampled regions are magnified to 200% (doubled in size). They were extracted from the game recording frame above, which itself came from the original game recording produced by Bandicam and the built-in Xvid codec.
Click to see Full Size
While not as obvious in the moving video, the above frame extractions (both Left and Right sides) show Gibbs Effects ['ringing' or 'mosquito noise'] around the hard edges of Minecraft's graphics. The colour gradient changes, blending slowly into the background/sky colour in the Right Half of the above image also cause Ringing and Macroblocks to occur. Distant water gets treated with extreme prejudice by the codec, as the jumble of lines and animation from the textures are 'sluffed together' [my technical term] and Macroblocks are obvious. Again, these artifacts are more obvious in the stills from the game recording - the video itself, when watched, was more appealing to the eye and these compression artifacts aren't as noticed as the frames fly by and the cow looks at you in a wondering manner.


Regardless of some of Xvid's compression shortcomings illustrated above, with the speed that it performs at, along with the ability to turn up the Quality setting in Bandicam, these artifacts shown will not occur as often in higher quality settings - and then Xvid can be a nice codec to run with, especially if a system cannot handle a codec that does higher processing on the frames [taking more time to do calculations on them and saving them to a file, creating 'lag']. Older systems or laptops that do not have the hardware to utilize GPU-accelerated game recording (with codecs such as NVIDIA's CUDA and NVENC, AMD's App Acceleration and Intel's Quick Sync) can utilize Xvid as a less-taxing codec to record with [as another option on the Utility Belt of Game Recording Codecs to choose from]. Indeed, it is almost as speed efficient as the ever-compatible MJPEG codec, for capturing, editing and compression.


The default setting, when installing Bandicam, creates a GOP of 150 [GOP stands for Group Of Pictures or the number of frames between Information/Key Frames in a video]. This is fine for normal viewing (and it leaves a lot of headroom for compressing 'only the differences' between the frames, resulting in smaller filesizes), but a large GOP can create problems with editing, as many NLE's (Non-Linear Editors, such as Sony's Vegas/MovieStudio line, Adobe's Premiere products, Lightworks and more) do not work well with so many frames in-between the Keyframes - however, editors such as Corel's VideoStudio, CyberLink's PowerDirector and Microsoft's own Movie Maker do not exhibit this issue [I tested these three applications by hand, myself, just to make sure and they imported fine and were handled without the "glitchy-ness" or "trails" that were exhibited in (for example) Vegas].

Although originally captured for an article on the Xvid codec here (which can potentially also experience the issue mentioned in the above paragraph) this image shows an example of what the "trails" or "glitchy-ness" will look like, as it was captured from a video with a Large GOP (large keyframe interval) output produced by Vegas. (Click to see Full Size)



When editing a video with a large GOP, the video editing application must 'seek' to the next Keyframe whenever it has to process a request and calculate/build all of the frames from there (which slows things down and delays processing and editing). Also, depending on the application, with some programs video can only be 'cut' on keyframes (unless an application is coded to create keyframes where needed). All of these steps and problems created by 'Long-GOP' video can be avoided [when using the above-mentioned video editing programs] by simply adjusting the Keyframe Interval in the Xvid settings to "1".

One caveat to keep in mind, with setting a Keyframe Interval of "1": although it will now make for speedy/easier/morecompatible editing with many video editing applications, the codec will not have as much 'headroom' to work with, when compressing your game recording material. 
What this means is, that instead of only keeping track of the changes between frames (say, a person running by down the side of the screen), where the codec will literally only save those 'differences' in the file; it now has to save every single portion of the viewable screen in every single frame, complete and independent in 'stand-alone' frames (the KeyFrames), and while the video will be much faster in seeking and have increased editing compatibility, the codec requires much more bitrate now, to save 'everything' in every single frame.
The result: your video file size will end up larger than before. However, you can now edit the video in Vegas, Premiere, Lightworks and more... the choice of how to go about this aspect then, is up to you [whether to use a GOP of 1 for easier editing, or not]. If you do not use these specific video editing programs (perhaps instead, you are using PowerDirector or VideoStudio Pro or Movie Maker, which to not have as much trouble with 'Long-GOP' material, not needing the GOP to be one frame) or you are not having problems with whatever editor you are currently using, there is no need to make this change to the Xvid recording settings in Bandicam [this is why there is no green indicator arrow in my 'Suggested Settings' illustration coming up in a little while, for this option]


Staying on the topic of Bitrate [from the above paragraph] for a moment, "..what kind of file sizes are we looking at..?", you might ask. Well, here is a sampling of some of the Bitrates that were seen when recording with Xvid(b)** at Bandicam's Default Settings for the codec:

Recorded Game Title                   Resolution    BitRate (Mbps, GBph) 
Hitman: Absolution Benchmark1366x768~ 34 Mbps, 0.97GB/hour
Hitman: Absolution Benchmark2560x1440~ 83 Mbps, 2.4GB/hour
FurMark (Full Run)1366x768~ 44 Mbps, 1.2GB/hour
FurMark (Full Run)2560x1440~ 45 Mbps, 1.2GB/hour
Unigine Valley Benchmark1366x768~ 37 Mbps, 1.06GB/hour
Unigine Valley Benchmark2560x1440-
Batman: Arkham City Benchmark1366x768~ 20 Mbps, 0.57GB/hour
Batman: Arkham City Benchmark2560x1440~ 54 Mbps, 1.5GB/hour
table code created by Danny Sanchez (journalistopia.com)

Just to compare some file sizes of other codecs: the Low Quality setting for the Dxtory codec (with Compression) recorded a run of the Unigine Valley Benchmark (at 1080p) at about 326Mbps (9.3GB/hour), while FRAPS produced a recording of about 291Mbps (8.3GB/hour), with Lagarith (in Default/RGB Mode) creating a recording of the same material that ran at about 235Mbps (6.7GB/hour). Of course, bitrates fluctuate, depending on the complexity of the material (more movement/action/etc, which requires more bitrate to properly represent the material.. but a longer explanation of that is outside the scope of this post [believe it or not...I'm trying to keep them 'short'! hah]).



The other setting that can be changed in the Bandicam interface for their version of the Xvid codec, is the Quality. Here is an example of the differences in quality output at the various Quality settings for Bandicam's Xvid:

Comparison between varying Quality settings, for Bandicam's version of Xvid (from Left to Right; Quality at 40%, 60%, 80% and 100% Quality). The JPG compression used for this composite [the four videos side-by-side] did not overly affect the Macroblocking occurring - the 'blockyness' seen in these frames is almost untouched, even though the videos from the original Unigine Valley Benchmark recordings were converted into this JPEG image - this is very close to how it looked in the video (although slightly more noticeable as still images). Click to see Full Size

As you can see, the perceived quality for Xvid goes down quickly, with Macroblocks becoming more obvious as the quality setting goes down. However, acceptable Quality can be maintained if the quality setting is kept high [in my opinion, stay at 90% or higher if you can]. Remember though, that with the higher quality settings, more space will be required by the codec, to save all of that data. Also, if using a Keyframe Interval of "1" (creating a GOP size of one frame, each frame in the video then being a Keyframe), the codec will also not have as much room to compress the images/video and your output size will increase. As stated above though, the benefit of using a Keyframe Interval of "1" is, then your game recordings will be easily importable/editable in NLEs like Premiere, Vegas, Lightworks, etc - if you are are having troubles with those specific applications [if you are not, there is no need to limit the GOP to one frame, which is why there is no green arrow indicator in the below illustration]. Below, are my Suggested Settings then, for this codec in Bandicam, in one image:
The 'Setting Of The Month': Bandicam's Version of Xvid, included with Bandicam (Suggested Settings):
Quality is at 90%, PCM ("Uncompressed") Audio is selected [mainly for editing compatibility], a higher compression ("Smaller file Size" option) is chosen (and a Keyframe interval of "1" is suggested for compatibility with editing applications such as Vegas, Premiere, Lightworks, etc. if required [only change if needed as it increases file size, no green arrow indicator is shown on the Keyframe Interval])
Click to see Full Size


Overall, I think 'Bandisoft's version of Xvid' in Bandicam does a decent job with Quality - and is downright excellent where Performance is concerned. On my system (and hopefully yours), Bandicam's Xvid had very little drain on the performance of the game while recording with it, creating very little 'lag' while recording (it had a low 'performance hit'). As long as the quality setting is kept high (90-100%), the recorded output Quality can be quite acceptable, with only a little Macroblocking (block shapes being visible) and Posterization [colour quantization, which is a reduction in the amount of colours, resulting in 'colour banding' or 'bands' seen] in the darker and 'flatter' areas of a frame in a game recording (Macroblocking may occur in areas such as skies, less-colourful regions, etc). Try out some recordings with Bandicam's version of Xvid for yourself and see if you prefer using it for recording 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 - use what you prefer. 




See you in the games!




Personal Short Version/Opinion:


While the Bandisoft-optimized version of Xvid included in Bandicam works pretty well and is fast, I find myself not using it very often, other than this past month or so, for testing. After recording for a while with Xvid's 'successor', h.264/AVC, the extra features of Deblocking and other tools in AVC have 'spoiled' me. Going back to the slightly more 'blocky' output of Xvid - even though it creates very little lag when recording - is slightly distracting to my eyes. When I see an Xvid game capture of mine now, my eyes are instantly drawn to the darker/flatter areas of the scene and those little tiny block shapes...and I sigh at the slowly-aging Xvid codec, remembering its' heyday' of compressing my TV shows recorded on my ATi TV Wonder PCI card. The late 1990's and the 2000's were 'Xvid's Time' to me, when I used it for almost everything - and while it performs well in game recording today (even Xvid.org's 'Official' version, with the right settings), I am now just too used to the benefits of more modern codecs, like h.264/AVC, which can even use the videocard/hardware, for GPU-accelerated recording.

I realize there are a lot of people gaming on laptops out there, and not everyone has a dedicated/separate videocard inside their system to record with, but the more I use my GPU to record with, the more I am impressed with the performance when recording most games [note that some games 'don't like' GPU-accelerated recording (are not fully coded for compatibility with it) and these games have large hits to performance with it]. At the moment of this writing, I have two NVIDIA videocards running in my system (performing together in SLI mode) and I am enjoying using the GPU-accelerated CUDA offering in Bandicam to record with. Like AMD's AppAcceleration and INTEL's QuickSync, CUDA utilizes H.264/AVC through the hardware to record, having high performance [for most games] and producing nice output, utilizing some of the newer aspects of MPEG-4 (such as Deblocking) when recording, to hide compression artifacts [the little 'glitches' from compressing the video]. The speed, and presence of light 'compression correction' from this hardware implementation of MPEG4 has spoiled me now, and I am finding it hard to go back to the slightly more obvious artifacting in 'older' codecs, such as MPEG-1 or Xvid (which is 'older' MPEG-4), especially when those codecs are used at lower quality settings, to try and save hard drive space. (Turning up the Quality settings for these codecs helps a lot, if your system can handle it)

As CPU architecture evolves and modern CPUs have 'mini-GPUs' built into them, the differentiation of capability between 'gaming rigs' and 'gaming laptops' blurs [as far as game recording goes], as GPU-accelerated game recording is possible now by less and less expensive hardware (AMD APUs) and processors (INTEL's QuickSync), even within laptops [as opposed to full desktop systems]. This means that "gaming laptops" now have much more capability when it comes to game recording, today. If your laptop is capable of using GPU-accelerated recording, give it a try. If it is not, systems that do not use the GPU to compress their video can still perform well recording games, as is shown with the above article, by using Xvid. "If you can't choose the H.264 encoder in Bandicam, choose 'Xvid'" ~ Quote from the Bandicam.com website.

Do some testing of your own dear reader - and have fun experimenting, finding a codec that you will eventually prefer to record with - and See You In The Games...


Last Remarks (in addition/continuation to the Prologue of this article): 
Another thing to keep in mind is, that my settings (both for Recording and Editing/Rendering) change slightly over time... I may have been able to purchase a new disk drive recently for instance, so then I will allow my recordings to take up more space [for a while anyway]. I may be trying out a Demo/Trial of a new version of a Video Editing Application, so I have been experimenting with some different Rendering settings. Perhaps a videocard driver or codec was updated, so now I will experiment a bit with the recording application settings, seeing if I can squeeze a little more Quality out of my recordings, while keeping the Performance high. All of these reasons and a few more, are why my settings constantly change over time. Don't worry, I'll try to remember to come here and share them with you, anytime I find a "Good Combination" that works well for either High Quality or Fast Performance, the 'Holy Grail' of course being a Perfect balance of both. 
As I have begun more dedicated testing over the past few years, I have found that specific games themselves 'prefer' certain recording and rendering settings over others. What I mean by "prefer" is: as new game rendering engines are written, hardware architectures change, and programmers utilize 'something over another' in general during a game's development, this affects what settings a game 'works better with', whether it is a specific game recording program, hardware/GPU, or specific recording and rendering settings; hence my usage of the word "prefer". 
This is why, for example, some games will perform better on an AMD/ATi-based videocard in Benchmarks and Reviews than an NVIDIA-based GPU - and then other games will have better results on an NVIDIA-based videocard over an AMD/ATi-based GPU - those games were simply being developed [the programmers wrote the code] on a system with that certain GPU installed in it at the time. This also means there is a chance of specific optimizations in programming that slightly favour one brand of GPU over another [and they may even have been 'compensated for their efforts' by that respective company, but *shhh* these things aren't spoken of outside Mordor]. 
In regards to the above and game recording, I have found that some games will have better performance with different game recording applications as well. For example, one game may have less of a performance hit while recording with Dxtory and then another game will have better performance recording with Bandicam [as an example] - it all depends on the code and how it is written and being rendered. That's why I 'change it up' so often, altering my recording settings (and rendering settings) as each game I play exposes its nuances. That's what I mean if I ever say a game 'seems to prefer' recording with one game recording program over another. 
Keep this all of the above in mind then and also remember dear reader, that I am never telling you "you should use this", I am always suggesting only a possibility in my posts, and it is always up to you to try it out and decide if you want to use a recommendation of mine or not.
 [I encourage everyone to always take the good ideas from others and leave the bad, making up a composite of their own liking and preferences and what they want to utilize - whether it is with game recording and editing, or Life In General - but, that last part is for another blog...] 



 **[designated as "Xvid(b)", to show that it is the "Bandicam-Optimized Version of Xvid"]