Showing posts with label software. Show all posts
Showing posts with label software. Show all posts

Friday, September 15, 2017

Raptr - Closing Down This September 30th, The Blog Here Says 'Goodbye Old Friend' To The Once-Useful Program


Just a notification that the 'Graphic-Configurator, Game-Installer, Gameplay-Recorder and
Social Media client that tried to tie it all together' - Raptr - will be no more, as of September 30th, 2017


A few days ago, I received an email stating that Raptr was ending the program/client which at one time was tied-in with AMD's Graphic Drivers as "AMD Gaming Evolved". Now that both NVIDIA and AMD have their own 'game configuration utilities' and 'game recording capabilities' (via Crimson for AMD and GeForce Experience for NVIDIA), "there is no need for such a separate utility", as Raptr's 'Farewell Letter' basically states:

"We are sad to announce that we will be closing Raptr on September 30th, 2017. We want to start by thanking you for your support over the past 10 years.
The world is different today than when we first launched Raptr. Many companies offer game optimization tools. Having an independent platform to do this is no longer necessary.
On September 30, we will start the process of shutting off access to your Raptr account and disabling features. If you'd like to export your tracked game play history, you can do so immediately using the instructions below:
  • Go to Raptr.com
  • Sign in to your Raptr account
  • Click to get your gameplay data
If you have any other questions, please send us feedback.
We are proud of the service we built and the community who helped grow Raptr.  Thank you, once again, for your support.
Dennis “Thresh” Fong
Co-founder and CEO"

Mr. Fong Qin, known worldwide as "'Thresh' Fong" for his 1990's Quake and Doom tournament career, was also the co-founder of Xfire (which itself was acquired by Viacom in 2006). While the Raptr/Gaming Evolved client was useful, it seemed to have challenges from close to the start [or at least, noticeable in hindsight, from when I first started using it].

The Press Release - the notification that Raptr was closing down - as it looked on the Raptr website, September 2017
(Click to see Full Size)


At one time, Raptr offered Rewards for playing (and letting it track your Hours or Record your Gameplay); 'Reward Points' that you could collect, every time you Optimized a Game (let the utility auto-configure your in-game options/settings for you), or viewed/contributed to a game Forum (similar to Steam's Game Forums [forii?]). You could also earn Raptr Reward Points just by playing a game and having it running (it gave a running total of your Hours Played).

The Raptr/Gaming Evolved Client, as it looked in 2014, showing the Reward Points collected at one time
(from the Gaming Evolved/Raptr Press Kit, Click to see Full Size)


Prizes to spend your Points on were Draws for, or outright purchases of, Full Games and game tie-in material, such as Character Costumes or Vehicles (Mounts). Just before it was taken away, I even saw some Computer Hardware in there (some dated GPUs mind you, but still, it was neat to see some computer parts you could earn 'with time played' only). I never did win a Draw for a Retail Game, but I heard from a couple of people who did. There were many, many upset users, who had been saving for years (literally), at the loss of the points system. Some noted at the time that perhaps it was an early bell, tolling for the end of Raptr, even then...

The Raptr/Gaming Evolved Client, as it looked in 2015, showing Plays.Tv in its 'built-in' Beta phase and Graphic Drivers being kept up-to-date [I owned an AMD/ATi GPU at the time], the client still showing Reward Points being tabulated, and the Twitch Broadcast implementation
(Click to see Full Size)


There was a Forum interface built-in to the Raptr client (directly-accessible within it) that was similar to Steam's Game Forums [too similar?], where people could discuss games, talk about upcoming releases, and share Screenshots; but there wasn't too much going on in them [that I could see, personally]. There were some helpful and contributive posts, but they were always few in number:

Example of Raptr/Gaming Evolved Game Forums, showing Guild Wars 2, circa 2016
(Click to see Full Size)


As 'the end' neared, the Forums became overrun slowly by Spammers and non-English posts talking about other websites (not that there's anything wrong with speaking other languages, I know a bit of a handful of languages myself, but it was an English forum and much of these posts were clearly Spam of one sort or another). People started asking why things weren't getting 'cleaned up', near the end.


The Raptr/Gaming Evolved Official Raptr Forum, shown in the client, displaying the number of users of the forum
(Click to see Full Size)


While many felt it was 'just like Steam' or 'not needed' even back then, it still boasted over 100 Million registered users at one point (as evidenced by the number of users within the main Raptr discussion group, above) - and it was even 'targeted by hackers' in 2015 - infiltrated in an attempt to gain access to the many users' data and potentially personal information. A notice went out in January of that year, notifying users to change their password, as a result of the recent security breach:

Raptr Forum Notification, urging users to change their Passwords, after a recent security breach, circa January 2015
(Click to see Full Size)


Personally, I feel sorry that I couldn't spend more time with Raptr/GamingEvolved, as I only discovered it a couple of years ago.. Over the entire time, my own illness prevented me from posting more, sharing Screenshots more, and talking more about Releases and Reviews [as it does here in this blog!]. I feel like it could have been 'the next Steam with bonus game configuration' perhaps - but alas, it simply had too many challenges going against it... People started asking for Chat interface (a la Skype) and Voice Chat, but the Voice part never came. People wanted a GVR (Game Video Recorder) and while that arrived, in the form of Plays.tv - first in the app itself and as a stand-alone utility - perhaps it was too late to save Raptr, as both NVIDIA then AMD, came out with their own 'built-in' gameplay recording capabilities about the same time. For example, in 2013, NVIDIA's Shadowplay became part of their Settings Optimization client, GeForce Experience, which allowed high-performance gameplay recording. Eventually, AMD's ReLive, part of their Crimson GPU Driver update, also allowed high-quality gameplay recording as well. Both of these essentially negated the game recording aspect of Raptr (Plays.tv, which continues onward today as its' own stand-alone recorder):

Information Panel about Plays.TV, the gameplay recording utility that was once included with Raptr/Gaming Evolved
(Click to see Full Size)


Although many didn't use Raptr, or even like it, there were those that used the client to at least keep track of their Hours Played, used it a light social-media app, or just enjoyed the semi-automated Graphic Configuration within. As a former user - that wished he used it more - I myself say a sad 'Goodbye' to Raptr. So long, old friend, I wish I got to know you better...

Friday, January 09, 2015

Over 2,000 DOS Games Playable For Free At The Internet Archive (First Impressions, some Screenshots and Controls)


Update: Audio has been improved for many games, kudos go out to the Curators at The Archive
Update: Added a few Helpful Controls for the emulation, at the bottom of the article



For those who don't know, there are now over 2,000 DOS-era games that are playable directly in your browser at The Internet Archive, here:



I have been testing out these MS-DOS games for the past while and want to share with you all what I have experienced so far...


Only a smattering of the huge library of games available to play at the archive


Looking at the huge list of games from my past, a tear almost came to my eye, thanks to Jason Scott, curator of the collection at The Internet Archive. He has uploaded close to 2400 games at the time of this post, to the collection at the first link above. Smiling at the possibility of him making a 2400-baud Modem 'inside joke' (even if he didn't mean to), I quickly found some childhood favourites to try.



The 'DOSbox' Loading Screen at the Archive for the browser-based interface to the games


The games appear to run in a DOSbox emulator, running within a Java-based Engine in your browser. Unfortunately, there seems to be some problems with how the games are running [at the time of this writing]. For me, trying over a dozen of these classic games, all of them had sound that was 'garbled', or 'glitchy', with 'echo-ey' clicks and pops, which weren't supposed to be present [weren't present in the originals].



Title Screen captured from one of the Classic DOS Games playable at the Archive (Wolfenstein 3D)
Click to see 'Full Size'


Although the games looked fine, I started troubleshooting what might be happening with the audio... At first, I tried different browsers. Originally playing them in Google's Chrome, I tried Mozilla's Firefox as well, and then Microsoft's Internet Explorer. In all three browsers, the problem with the audio remained, for me. So, I moved to other troubleshooting steps, changing my audio adapter from the built-in ('on-board') motherboard audio to a more dedicated device (I had a USB Sound Adapter from my Creative Labs Tactic 3D headphones, which I wasn't using at the time, so I plugged that in for a quick test). The problem with the 'static-y'/'glitchy' sound remained. Slash-sigh.


Gameplay screenshot captured from one of the Classic DOS Games playable at the Archive (Prince of Persia)
Click to see 'Full Size'


Just to test if it was some configuration problem perhaps (after updating Java and other drivers), I tried accessing the site from an older XP machine I have. The sound in games still had 'pops' and 'clicks' [at the archive site]... I lastly tried a couple of games on a friend's PC (which was running Windows 7 64-bit, as my system was) and still experienced the sound problem. All of these games from my childhood - and I can't get any of the sound working properly for them, no matter what I do? But I'm sooo close to gaming nirvana! I felt like I finally arrived at Wally World after travelling across-country all this time, only to get a recorded message of Harold Ramis, delivered from Marty Moose, telling me that the amusement park is closed for two weeks for cleaning and repairs... /ShakesFistAtTheSky


Title Screen captured from one of the Classic DOS Games playable at the Archive (Total Carnage)
Click to see 'Full Size'


But, all is not lost... Surely there are other people enjoying the games as they are - as I didn't find many people talking online about having sound issue(s) in a rudimentary search online. Just to make sure my machine wasn't completely becoming a sufferer of Dosphobia (an illness I just made up), I tried some DOSbox-run games that I purchased from Good Old Games [now GOG.com]. Thankfully, Theme Hospital ran flawlessly (when run locally)!



GREEETEENGZ  WAHLAWD
Welcome Screen captured from one of the Classic DOS Games playable at the Archive (Warlords 2)
Click to see 'Full Size'



So, my dear friends, a veritable treasure trove of games exists at The Archive now, and is awaiting to be experienced. Hopefully, you are one of those whom are having no problems at all - and if you are having audio issues as I am ...well just play without sound for now. How? In the upper-right corner of the page, you should see two small text buttons that say "Exit Beta" and "Feedback". Clicking "Exit Beta" will take you to the 'Version One' of the game collection's [Archive] interface. When clicking on a game to play, there should now be a "Mute" button below the area where the game runs. Although the game will run without audio, they still appear to run fine visually [I had no problems on my older dual-core XP machine, running the games themselves, even though the sound problem still existed].

The upper-right corner buttons to use if you are having issues with audio (as I was) or if you are experiencing the mouse not being aligned properly (the mouse being far away from what is shown on the screen). To fix that problem, see the below Tip




If you are having issues with your mouse not lining up properly (not being 'where it should be' on the screen), try disabling the newer Beta interface/page by clicking on the "Exit Beta" button in the upper right corner. You will get a page that should now have buttons below the area where the game runs. Clicking the "Fullscreen" button should allow the game to 'take over your mouse' and align it within the in-game cursor more properly.



Gameplay screenshot captured from one of the Classic DOS Games playable at the Archive (Dune 2, The Building of a Dynasty)
Click to see 'Full Size'



Since the collection is still in Beta, it is understandable that some problems are present and hopefully these glitches will be fixed in the future - for those that experience them, like me. For now, it is still a fantastic effort by Mr.Scott to make all of these Classic games available at The Internet Archive website. Check them out - and enjoy reliving (or experiencing for the first time) a 'Golden Age' in gaming.



Menu Screen captured from one of the Classic DOS Games playable at the Archive (Eye of the Beholder 2, The Legend of Darkmoon)
Click to see 'Full Size'



By the way, because the games are being presented in DOSbox (an MS-DOS environment emulator), this also means that DOSbox keys should work within the Stream interaction as well. I haven't tested all of them, but here are some that may be helpful [and I know these work for sure with the Streaming Archive as I have used them myself]:

CTRL+F10 - Release the mouse (if the game has 'captured' it) and also get the game to 'recapture' it
CTRL+F12 - Increase the cycles the game uses [of the server, since that's where it's running].
CTRL+F11 - Decrease the cycles the game uses.
Cycles are how many Instructions that DOSbox will try to emulate each Millisecond. When running DOSbox locally (on your own system), a window in the background will usually display the Cycles setting the game is on, but as this is an online ("remote", client/server) version, that window isn't seen. If a game is seeming sluggish/slow/laggy/etc however, you can still try increasing the Cycles; but be aware that if it goes too high, it can make the game skip/chug and seem laggy as well. It's sort of a balance you'll have to find [I try to increase it if a game is running a little slow, but if the sound starts to cut out or skip, then I pull it back down a bit, and this seems to give a good emulation speed - this is the same process I use when playing purchased DOSbox games locally, on my system].
For ALL the controls available for the DOSbox Emulator, see this page at the Wiki for DOSbox:
(Note: I have not tested all of these over the Streaming playable games from The Archive, some of them may not work the same way [when used through the streaming interface as opposed to using them when running DOSbox locally])



Enjoy and See You In The Games!

[Update: During the period of testing and writing this article, some changes have been made at The Internet Archive's MS-DOS Games Collection. It seems that some games are now automatically 'Muted' (the audio is turned off). They can be 'Unmuted' via a button, but this is encouraging evidence that the curator et al. are listening and responding to Feedback that has been submitted at the site. To quote a new piece of text that now appears at the collection's page: "Thank you for your feedback - we will continue to upgrade/bugfix the emulator going forward". Fantastic, in my opinion] 

[Update 2015-01-17: Going back and testing many of the games that I had first encountered in this article, the audio has been improved (less clicking, stuttering) in all of them so far -  kudos to the Curators at The Archive!]


Friday, May 25, 2012

Tips For Game Recording, Quick Edition (Text-Only Version)

Recording your gameplay, whether it is for sharing with family and friends, uploading tutorials, contest/challenge entries, or just your own archive to watch when you are relaxing, is a great way to share and preserve gaming experiences. There are a handful of game recording applications out there today and while each one has it's ups-and-downs, I want to make a post however, focusing more on the problems people run into when trying to record their games. I wanted to quickly share some Tips that will help no matter which game recording software you have chosen as your own to use, whether your problem is 'it causes lag', 'framerate drops', 'video is choppy' or any other symptom. Here are some ideas to help you out, presented in order of the effect it should have on your game recording, from the most effect to the least:


  • Reduce the resolution of the game. That means instead of playing at 1920x1080, set the in-game resolution (usually in "Options") to something smaller like 1280x720 (720p HD) for example.

  • Reduce the resolution of the game recording. Not all game software will give you the same amount of choices for this, but reducing the resolution that the game is being recorded at (not the size you are playing at, set in the game, but the size of the frames being recorded, set in the game recording software such as "Half Size" or "75%" or a resolution like "1280x720"/"720p") will help reduce the amount of data your system is dealing with, and will help reduce things like framerate drop and recording lag.

  • Reduce or turn off Anti-Aliasing. This is one that can greatly affect recording smoothly but not many people think of it. When AA is on, video data is being 'processed twice' as stair-stepping is being detected on the frame, and then the video frame is being compressed for the recording itself. Do some tests on your system to see how lowering or turning off AA (even FXAA or Morphological/SMAA or 'Fast AA' albeit for reduced gain) has an effect on your game recording. You may need to set it in the video card's Control Panel and/or in the game itself.

  • Use the fastest drive on your system. If you have more than one drive in your rig, using something like CrystalDiskMark or Dxtory's built-in disk benchmark/testing tool (usable even in the Trial Version) or Nero's Burning ROM ('copy' using an image file, there is a drive speed tester in there), can help you find which drive recording to will be the smoothest/fastest. Always try to record to your fastest drive and the earliest (firstmost) partition on that drive that you can use for it.

  • Change the format you are recording into. By this I mean the recording codec you are using. Some codecs [COmpressor/DECompressors] that are used to handle the video data keep a lot of the detail but take up more space (like FRAPS' codec). Some codecs are 'lossy' and give up some quality in order to take up less space and keep the output file smaller (like Bandicam's MPEG-1 VBR codec). Some are just less taxing on the system or take better advantage of it (like the UT Video Codec's ability to use multiple cores of your CPU). If you have tried other things, try changing the codec and level of quality you are using. Record at 60% quality instead of 90% [Playclaw uses MJPEG set at 90% by Default and Bandicam uses MJPEG set at 80% for it's 'For Editing' Preset] and see if it looks ok to you (especially if you are recording at say, 1920x1080 and going to resize it down to 1280x720 for uploading).

  • Reduce the settings in-game. What I mean here is the Special Effects like lighting/shadow detail, graphic detail (complexity of the shapes/models/meshes and sharpness of the textures on them), effect detail (splatters and smoke) and even sound detail. All of these things make the system work harder (especially the CPU) to process them [very simplified; it must take data from the game files, process it, size and shape it and then finally show it on the screen and then buffer it and process it and write it to the recording file]. This will increase your frames per second in the game as well, and more of your system's resources can be put toward recording smoothly.

  • Reduce the frame rate of recording. This means, recording at 24 frames-per-second as opposed to say 60fps. There will be literally less frames for the program to deal with, and your system will not have to process so many and push them around, finally writing them to the recorded file. Dealing with less video data means that your system can handle it more smoothly, processing and writing slower to the drive being recorded to.

  • Defragment the drive being recorded to. These days, with how Windows7/NTFS and Linux's Journaling System handles files and with Solid State Drives, it is not as needed as in the days of yesteryear; but making as much space as you can and ordering the files as much as you can does still help with game recording overall. 

  • Upgrade your system's hardware. I hate seeing and giving this advice, but it really does help with just about anything that you are trying to do with your computer, so I am including it, last (even though the effect a computer upgrade can have can be greater than any of the steps above). Game recording uses not just your video card, but also your motherboard (everything 'talks to each other' through it), your CPU (the traffic cop, dictating how fast everything should go and when), RAM (the holding and transport areas for most things), and finally the hard drive (which receives all of this data and computes writing it to the file). Purchasing anything as an upgrade, whether it is a newer/faster drive, processor or video card, will all help in game recording.
    Lastly, a dedicated Sound Card is always [always] more efficient for a system than using the Built-In/Onboard Audio. Even a good USB soundcard can help alleviate problems like sound stuttering, clicking and popping, static, input lag and other problems, as processing is done without bothering the CPU and using main system resources for audio.


Hopefully, these Tips will help you record your games, no matter what software you've decided to use/try to record with. As always, when having problem with programs, going to the Support portion of the developer's website, even if it is just a Forum there, is a good idea to look for help with a specific program and the problems you are encountering. These general Tips are more concerned with your computer and how it interacts with programs/games in general and should help 'No Matter What'.
Good luck with it and have fun!


See you in the games!





Sunday, May 13, 2012

TestRun, Quick Edition: FRAPS vs DXTORY vs BANDICAM (Text-Only Version)


I'd like to start a series of posts called TestRun, where I test out either hardware or software applications, benchmarking where I can with utilities (such as FurMark, CrystalMark, 3dMark) and just playing and testing when there are none (such as with Battlefield3, where at this time there is no repeatable, actual Benchmarking tool, as opposed to say, other stand-alone benchmarking game utilities such as Alien Vs Predator, Crysis, or even games with demo recording playback for repeatability, at this time BF3 does not have).

This is also a 'Quick' Edition, a version of the testing and results that are text-only for now, where I may do a full version as time permits in the future, with screen recordings, graphs and other materials that I would like to share; but for now, hopefully the testing and results alone will help people out.


[Links to updates and Video Editions of these tests can be found at the bottom of this article]



The Experiment



For this TestRun then, I am pitting FRAPS against other screen recording tools, Dxtory and Bandicam.
I wanted to include MSI's Afterburner with its capture utility, but at this time I could not get it working with my Gigabyte Mainboard and ASUS videocard. Other utilites such as ZDsoft's Game Recorder only allows 60-second recordings in it's trial version and I wanted to test longer recordings, since one of the problems many people are having (including myself) is with the audio and video going out of synchronization over longer game captures *coughfrapscough*. Dxtory and Bandicam allowed unlimited trial version recording (with large watermarks embedded) so they were perfect adversaries for my purchased version of FRAPS.

Dxtory and Bandicam are both newer competitors in the game recording market, showing up in 2009 and 2010 and as such, seemed to take more advantage of modern hardware processing capabilities. For instance, both Dxtory and Bandicam offer recording compression on-the-fly. You can even choose various compression CODECs (compressor/decompressors) such as MPEG, XviD, and more. What the compression allows, is much smaller file sizes for your captures.

Fraps does a very light compression through their codec, and results in large file sizes.
Dxtory and Bandicam have configurable settings for the codec and the compression amount (how much to process the recording as you go, how small to make the files that you create) - but remember that the more compression you attempt on the data, the more you are straining your hardware to process it as you go - meaning that the smaller the output of the files you are recording will be, but the slower your system will respond while you are playing the game and recording.
Bandicam allows you to record the operating system screen itself, not just within an accelerated game, but the Windows GUI for instance, so you can create Screencasts or tutorials, recording what you are doing on the screen.
Dxtory does not do this, it will only capture the DirectX/OpenGL acceleration within a game.
FRAPS will record the gpu-accelerated interface (such as AERO in Windows), so you can record the screen like Bandicam, if you wish.



The Test



For this TestRun, I used the Crysis Stand-Alone Benchmarking Utility, the Unigine Tropics Demo/Benchmark, played Diablo2 [warming up for D3!] and some multiplayer Battlefield 3 (returning to the same server in a short period of time), since that is a nice modern game that exercises your hardware well. I also tried recording the standard Windows GUI, reading some articles and watching some YouTube videos and recording what I was doing. I am currently running an AMD 6-Core CPU and an AMD/ATi Radeon HD 6870 on a GIGABYTE 990FXA chipset mainboard. I assume this is an average-to-above-average system at the time of this writing and it could help out anyone with a similar rig in the future as well, looking for ideas on what may work for better for them.

Keep in mind, that when considering the apparent effect of lag on the system, it can vary, not only between systems but also between games. 
For systems, one person may get only a loss of a few frames, while another person can experience a much larger framerate loss, the difference usually more dependent on the system hardware. 
For games, sometimes a company programs/codes the actual game on one type of hardware or the other, then 'ports' it over/translates it [the portions of it that were not compatible] for the other family of systems (such as Intel-->AMD or AMD/ATi-->NVIDIA), the result being games then 'prefer' one or the other and will natively perform more efficiently on the former (this explains why some games will perform better in Benchmarks and Testing on one brand of architecture than the other).

[I chose these three game recording applications for now, as opposed to including PlayClaw, Xfire and others, as perusing game forii, these three seemed to be "The Big 3" programs that people were always talking about, suggesting, and using in their game recordings. They also all allowed Unlimited Recording Times, since I already owned Fraps. In the future, I hope to do a larger TestRun of all of the currently available screen recorders I can find and create a nice Review of them all!]



The Data



FRAPS:

Game recordings from this Australian Heavyweight Champion, as everyone already knows, are huge. One minute of in-game recording at 1680x1050 [the current limit of my monitor at the time of this writing] was over 4.5 GB. That's a total filesize which will take up more than a DVD. For 1 minute. The data stream average for the video overall was about 550Mbps, meaning that it was writing data at about 70MB/s to the harddrive [on a drive that can handle up to 150MB/s]. That means, that recording an hour of gameplay (beginning a long session, or an average Conquest match in BF3) would be well over 250GB of data.

The thing with Fraps recordings however, is that the Quality is superb. It almost is WYSIWYG (What You See If What You Get), but the file sizes show that as well. You could not record days and days of game time and edit it all up at the end; at least not at Full Resolution, playing at 1080p or higher, unless you had the hard drive space to deal with it all.

Another issue with Fraps is that is very demanding on the system*. Because it is powerdumping huge amounts of data onto the drive, it strains the colon of the system bus with its girth, filling all bandwidth with video and audio data, taxing the CPU and RAM as it traffics it all, even though it is only very lightly processed.
End Result: your entire rig (especially if older) is slower in response to pushing this huge amount of data around and hence the many complaints about 'Fraps lags the game' on forums everywhere*.

*[Note however that this does not happen to everyone and not on all games]

I found that playing Battlefield 3, on a 64-player map, while recording with Fraps, my framerate drops from 70fps down to 30fps, even with "Lock Framerate While Recording" not toggled on. The same thing happens with Skyrim. The resulting videos are smooth and look great though, they are just...big.

There is not much that you can configure with Fraps. You can change the framerate (to whatever your system can handle) and record in Full or Half resolution (for instance, if you are playing at 1680x1050, your recordings would be at 840x524), if your system cannot record at your full game size. You can also simply lower the in-game display to something smaller, like 1280x720 for easy editing and upload without having to resize if you are sharing your videos at that resolution anyway. this also helps if the strain is too much for higher resolutions.
[These two 'tips' above will also help anyone experiencing lag or slowdown or choppiness while recording during gameplay]

You can record multiple sound inputs, if you are doing a game commentary for example, and there is a built-in "benchmarking" utility, where it will keep track of the in/out/average frames per second and output that to a file, if you want to do some testing.

I purchased Fraps long ago, when it was the Go-To app for game recording and benchmarking and in many ways it still is; however through recent system upgrades (from a single core to a dual core and now up to a six-core processor) Fraps seems to have another problem - audio and video desynchronization: the sound doesn't match what you see on the screen, getting worse and worse out of time with the video the longer the recording is. As my older system (for instance, the dual-core) does not experience this, I assume it has something to do with the hardware and calls that the application is/is not making. Not being a developer for Fraps, I do not know exactly; but without fixes in future versions, many people (not all, only the ones experiencing this problem) are going to be looking for alternatives to this classic and wonderful veteran program, origin of the phrase "FRAPS, Or It Didn't Happen!"™.


DXTORY:

Dxtory is a challenger from Japan, touting faster movie capture and distributed hard drive writing (taking turns over different drives, so that it lightens the strain on all of them by sharing it, if needed) as it's battle weapons. Highly configurable, you can actually use most Codecs that you have installed on your system, finding the best one that may work for your setup. It comes with its own Dxtory Codec as well, a high quality adversary for the Fraps codec.

One minute of recording at 1680x1050, with the High Quality setting of the Dxtory Codec, came out to just over 5GB, averaging about 600Mbps. With the 'Compress' checkbox ticked, I assume this is the Fraps equivalent, because it looked just as good with the slight compression; but the file size was just as large as Fraps as well.

Dxtory has a couple of tricks up its sleeve however. For one thing, recording at that high a bitrate in game in Fraps, my framerate took a big hit. With Dxtory, it was a lot smaller: from about 50fps in a busy 64-player BF3 multiplayer area, down to about 40fps. And then to see the quality of the video file is almost the same as Fraps? Fantastic. The other thing is, you can specify different levels of quality when using the Dxtory Video Codec to save disk space and lower the strain on your system. For instance, trying the Dxtory Low Quality setting, the file created from a minute of gameplay was about 2.5GB, with an average bitrate of 330Mbps - about half that of the High Quality recording. Although it wasn't bad, you could tell that it was lower quality however, with some Chromatic Aberrations around text at lower resolutions [I may provide screenshots from the video in a future post]. It was good enough for recordings at 1050p or higher though, especially if you are resizing down to 720p for upload to a video sharing site somewhere.

You can also use other Codecs that you have installed on your system. I tried XviD, x264 and some others, but putting too much compression/small size restrictions on the recordings created more lag in the game and resulted in 'choppier' video output/playback.

[Although the built-in codec is great, I settled on installing the UT Video Codec (YUV-4-2-2) for it's balance of speed and size versus its great quality - and that's the one I would use if I were to purchase Dxtory.]

For more details/information on various codec settings (using as an example, H.264/AVC), I have written a more in-depth article, talking about the different settings (for MPEG-4 Part-10) and why you may or may not want to enable them, here (text only, "Long Version"):
http://gametipsandmore.blogspot.com/2013/05/game-recording-with-mpeg-4-using.html

Another weapon in the arsenal of Dxtory is its configurability. You are not restricted to just Full Resolution or Half, you can record in 75%, 50%, 25% and even other increments [I found 80% to be a good trade off between quality and file size for the default codec] or set your own resolution to record at - even while you play in another totally different rez, to help with reducing recording 'lag'. Nice. It also has multiple audio inputs (compressing the audio as well, if you wish) and timed screenshot-taking in multiple formats, if that's something you need. It also has it's own little 'Disk Benchmarking' tool, so you can test each drive and find out which one is the fastest to record with.


BANDICAM:

Bandicam is a contender from Korea that can record not only DirectX/OpenGL acceleration in games, but also the GUI itself or portion of it (such as recording what you are doing in Windows for tutorials). Another highly configurable program, you can change the resolution and quality level you are recording at (playing at one resolution while recording in another, as with Dxtory). You can choose a compressible the sound format and even embed your own logo as a watermark, with various sizes and transparency settings on it.

One minute of recording at 1680x1050 with its default setting came out to 0.1GB - you read that right, 100MB - with an average of about 15Mbps of data. Ten straight minutes of recording BF3 multiplayer came out to about 1GB. That means to record an hour of gameplay (an average Conquest match in Battlefield 3 or a Full Run of an Episode in Left4Dead) would take up only about 6GB!
[That also means, for the amount of space 1 hour takes up of a full-size Fraps recording, I could record over 40 hours of gameplay!]
I still can't believe it.

I immediately thought that the resulting file must look like crap on a cracker, but the video is actually comparable to both Fraps and Dxtory. It's not 100% quality, but then, the Default setting in Bandicam [at the time of this writing] was set at 80% Quality of MPEG-1, Variable Bit Rate ( which uses more bitrate when needed, using less when less is going on and not needed) encoding. The resulting video file did indeed look about 80-85% quality of a Fraps/Dxtory(HighQuality) recording, but that means it looked just fine, with clear text and textures, and it could further be turned up to 100% if you so desired.

['Videophiles' will notice some typical mpeg artifacts such as Gibbs Effects at lower resolutions/quality settings and some Temporal Recursive Noise and other compression artifacts when using MPEG-1 at low quality settings, but these can be alleviated by increasing the VBR percentage (to 90% or higher) or switching to recording in MJPEG [which is PlayClaw's recording codec of choice, for example, at the time of this writing] using a high quality setting (again 90% or higher) or once could even use the built-in YV12 codec if space is not an issue]

You can also record in YV12 or RGB, which give "FrapsQuality" recordings, but are also huge in file size to match (for instance, recording in YV12 colorspace, 1 minute of recording was about 5GB and 1 minute of RGB was almost twice that size).

[For filesize savings at a decent quality price, I think most people will be happy using [what originally was the program default of] the built-in Bandicam-optimized MPEG-1 codec at a high variable bit rate (80-100%) setting - and that's what I would use if I were to purchase Bandicam.]

The effect of apparent lag on the system was somewhere between Dxtory's 'Barely There' and Fraps's 'Omg I'm Gunna Lag', taking a 60fps Battlefield3 match down to about 40fps while recording. It was surprising to not have it affect the framerate more actually, considering the quality of the resulting video file, its small footprint the output file was going to have, and the processing that must be going on, behind the scenes to have that all happen. I also found that when recording the Windows interface, the resultant video was less choppy than a Fraps recording of the same thing (and with Bandicam you can choose to record only a portion of the screen, if you wanted to, for creating tutorials and such).

Bandicam is also configurable like Dxtory, so if recording at 1080p resolution, of 100% quality, at 60fps is a bit much for your system, you can turn down the quality (80% is the default and looks ok), or record at a smaller resolution while playing the game at a larger one, or record 'full-size' and just go and reduce the in-game resolution to something smaller, or you could turn off sound compression and many other things... but for the most part it works great as is, especially with a more modern desktop system.

With no audio/video sync problems during long recordings (tested up to 48 minutes) and with the additional option to record general Windows screen output when needed, this is a serious contender, especially for those who must have 'disk space usage during recording' as a consideration, as I do.



The Conclusion



Fraps vs Dxtory vs Bandicam?

I always like to say to everyone: try things out on your own, on your own system, and see which one is the best for you (they all have Demo versions available).
Perhaps you are more concerned with 'the best quality' and not concerned with 'hard drive space', then Fraps may be more for you - if your system can handle it. If you have an older system and are experiencing too much lag during recording, the configurability of Fraps to help, with options to turn down, are simply not there, so perhaps one of the other two, offering more configuration and recording options, is more your speed. Every system performs different and everyone has differing opinions on 'what looks good enough' for what they are doing; but, after testing all three choices of game capturing software personally, here are some overall considerations I can give with confidence:

Fraps
++ Excellent Quality (No other program records in as good quality by default)
-- Quality is not very configurable (aside from half-resolution recording)
-- Huge File Sizes
-- Large Performance Hit ([*not everyone] when recording, can lower to half-size to help perf.hit)

Dxtory
++ Great Quality (or Excellent or Low, depending on your settings and restrictions)
++ Quality is Configurable (compress with various codecs, compress audio, any resolution/size)
-+ Variable File Sizes (depending on settings, YV/RGB is possible which is similar to FrapsQuality/Size)
-- Small Performance Hit (when recording using UT Video YUV-4-2-2, otherwise Medium perf.hit)

Bandicam
++ Great Quality (or Excellent or Low, depending on your settings and restrictions)
++ Quality is Configurable (compress with multiple codecs, compress audio, any resolution/size)
-+ Small/Variable File Sizes (Smaller even at 100% Quality, YV/RGB is possible which is similar to FrapsQuality/Size)
-- Medium Performance Hit (when recording, can lower quality or size to help perf.hit)



Have fun testing and making your own choice!




Personal Short Version/Opinion:
  • Fraps has great quality and always has, but the file sizes are just too big for me right now. I could record at half-resolution, but then the overall quality is too low in most games. And recently, there is a problem with the audio being out of sync with the video in the recorded files for me. Sorry Fraps, I have to look for something else until you get that fixed (or I do on my end).
  • Dxtory has great configurability, I can have the quality of Fraps with the right settings, and without the lag that Fraps creates in some games! But then, recording with those settings, the file sizes would be just as big anyway. Since a concern of mine right now is disk space; sorry Dxtory, you're not my pick today.
  • Bandicam, in it's default setting at the time of this post, does not have the exact quality of Fraps, but it can be made to have closer to the quality of Fraps by increasing the Variable Bitrate higher, or changing the compressor to MJPEG with a high (90-100%) quality setting. I could utilize the even better looking YV12, but then the file sizes would be just as big as Fraps... The MPEG-1 codec, as it's being used/optimized in Bandicam, especially with the VBR setting, only uses up disk space as it needs - and it compresses well even what it does use. The result is that it seems I can record everything, for hours and hours, and then I can pick and choose the parts later that I want to edit/keep. The quality of the Bandicam-optimized MPEG-1 (or Bandicam-optimized Xvid if you prefer to use that) at a high setting (80-100% VBR) looks fine for action games to me, with a few small nit-picky parts in areas where there is not much going on (flat color areas or slower games/movement), as is the nature of Variable Bit Rate recording. This can be fixed however, by filtering or resizing during editing - or it can not even be a problem at all by simply increasing the bitrate/VBR setting, or changing the codec to a high bitrate MJPEG setting [90-100% quality], which would improve things for even slow, non-action-oriented areas and games (like web browser games). Changing the codec to MJPEG also uses less overhead [performance demand/'lag'] and your recording will also be more compatible with editing programs and allow you to cut/start anywhere in the video and have it respond/seek much faster [I personally like the film-like look of MPEG-1 and how it compresses so well (small file size recordings); but the crispness, low overhead and compatibility with editing apps MJPEG offers is very useful, I am finding as I was doing this testing]. Being able to also record the desktop for tutorials, on top of all of that disk space I'll be saving, simply won me over. I am now a proud supporter (Registered User) of Bandicam.


See you in the games!



[ Update 1 : If you are looking for a TestRun with Video Examples of these programs and the quality that they produce when recording, the first Video TestRun comparison of them can be found at the blog here:



» Look for upcoming TestRuns, which will include PlayClaw's Newer Demo Version (that allows higher quality) and more Game Recording Apps - like Mirillis' Action, OBS, SmartPixel and more!
Update on this - a QualityTest/'Shootout'/Versus between ACTION, Playclaw 5 and Plays.TV Coming Soon™ in 2016!



[N.B.: I am not a developer for, nor affiliated in any way with any of these programs or companies]