Showing posts with label test. Show all posts
Showing posts with label test. 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.


Thursday, June 18, 2015

Quality Test: Bandicam's Xvid Implementation And Examination Of The Optimization Configuration [with Screenshot Comparisons]

For those that use Bandicam to record their gameplay, you may already be familiar with and even use one of the built-in Presets that Bandicam offers, all of which configure many of the recording settings automatically for you. Some of these Presets are directed towards 'immediate post-record upload' of gameplay recordings. One of these, is the "YouTube (720p)" Preset.



In this Quality Test, I will be focusing in specifically on the "Optimization" setting within the Options of this Preset and examining the difference you can expect between the two options that you can choose from. The two options for the Optimization setting under the Xvid Settings dialog are: "Faster Encoding Speed" (the Default) and "Smaller File Size" - the area where you choose between these two is highlighted in the Header of this article, above.

Recently, on the Official Bandicam Forums here, I was trying to help out a fellow Bandicam user, with information about Quality and it's relation to File Sizes, and I ended up speaking briefly about this "Optimization" setting, offered in Bandicam. I felt as though I wanted to expand a bit more on this setting in Bandicam and the effect of each option - both for the benefit of this user and to help others as well - and so here is the 'expanding'... ness...


"Xvid" is a codec (used to COmpress and DECompress video), that is part of the MPEG-4 family. For those familiar with video compression and H.264/AVC (which is MPEG-4 Part 10, Advanced Video Coding), Xvid is H.263/ASP (MPEG-4 Part 2, Advanced Simple Profile). This means it is related to h.264/AVC; however, being h.263/ASP, Xvid does not have some of the 'top-shelf' capabilities of h.264/AVC. It does however, have many capabilities (such as B-Frames and Quarter-Pixel analysis) which still give it high-quality output potential.


For more of an in-depth look into Bandicam's implementation of Xvid and other Settings it offers, their effects on Quality and related File Sizes (and More!), I have written an article earlier (by popular request) talking about "some of the Xvid settings I use, and why", here.


In the game recording application Bandicam, the many options that Xvid offers have been given a simplified interface for the user, where they can very easily choose between a 'Faster Speed' version (the Default) and a 'Smaller Size' version. This is to expected from the concept of the Presets, but it is also simplified in the Xvid configuration options in general [in Bandisoft's implementation of Xvid in the program]. This should not be seen entirely as a negative, as there are many, many options for Xvid (an MPEG-4 codec, with literally dozens of settings) and it would be potentially confusing for many users to attempt to choose between the various settings [and know what their effects on recording and output would be], thus the simplified interface.

So then, what is the 'real difference' between the two "Optimization" settings? Let's take a look...

Night Scene frame comparison for the two settings, in the Unigine Valley Benchmark. Click to see Full Size

Above, is a side-by-side comparison of two frame extractions from two recordings, utilizing the two different Xvid Optimization options in Bandicam. The one on the left was from a video recorded using the Default setting of "Faster Encoding Speed", where the one on the right was from a video recorded using the option changed to the "Smaller File Size" setting.

It can be seen, mainly in the flatter, darker-blue area between the moon and the trees to the left of it, that the 'Faster Speed' side appears to have a 'blocky' effect occurring, even though it is a subtle occurrence. It does not seem to be happening on the right, in the 'Smaller Size' setting frame. The right side has a smoother change in the variations of colours, with less of the 'blocks' - which are compression artifacts (that is, visual effects seen in the video material due to the difference in how the codec is calculating the gradations ['noticing and calculating the series of changes'] in the colours).

This 'blocky' effect is likely occurring because many of the analysis and processing options in the codec may be turned OFF in the 'Faster' setting of [Bandicam's usage of] Xvid. This is a normal approach however, as turning these types of options off, essentially tells the codec "don't pay as much attention to detail" - resulting in the codec processing and outputting data (in the form of frames) much faster - hence the "Faster Encoding Speed" title of the option. It simply is not attempting to 'look at all the subtle differences in colour' and 'keep them all'.

As far as Output File Size for each Optimization setting, when recording the Valley Benchmark with the "Faster Encoding Speed" option of Bandicam's "YouTube (720p)" Preset, it was streaming data at about 24Mbps to the video file (writing about 3MB/s [to a hard drive capable of 150MB/s]).  When recording using the "Smaller File Size" option, data was being recorded at half that rate, about 12Mbps (writing less than 1.5MB/s to the video file). This is most likely due to the extra analysis that the codec is performing, being able to [with the 'Smaller Size' setting] scrutinize further and compress the video more, reducing the final recorded file size output.

 Let's look at other examples to see more differences between the two settings.

Close-up anatomical frame comparison for the two settings, in the Street Fighter IV Benchmark. Click to see Full Size

Above, is a comparison of two frame extractions from two recordings of the Street Fighter IV Benchmark. The left (using the 'Faster Encoding Speed' option), has not only the Macroblocking effect from our earlier example (at less severity, seen more along in the right edge of the frames); but it also shows a blotchy, speckled effect within the subtle changes of colour (seen everywhere, but it is more obvious around the deltoid and pectoral muscles of the game character [Ryu's shoulder and chest muscles]) . This is a form of Gibbs Effects, sometimes called "mosquito noise" in video processing.

This type of effect is likely to occur for the same reasons as the above comparison, where in the "Faster Encoding" setting, many of the analysis and processing options are turned OFF, resulting in higher Performance, in the end. The codec is simply not attempting to maintain the same amount of detail (the minor changes in colour) within and between the frames - again however, having the result of higher performance [versus the "Smaller Size" option].

The recordings themselves, of the Street Fighter IV Benchmark, had similar Bitrates to the above example. With the "Faster Encoding Speed" option, about 30Mbps were being saved to the video file (written at about 3.5MB/s to the drive). When using the "Smaller File Size" setting, about 20Mbps of data was being streamed out (written at about 2MB/s to the video file output). This again, is an example of the extra analysis, capable in the 'Smaller Size' option, where the codec is going to sacrifice some performance, to do what it can, to analyze the differences in the video and maintain them to a higher degree in the final video output (keeping more detail - at the cost of a performance 'hit' in recording and disk space used overall for the final output file).

Still frame comparison for the two optimization settings, taken from the Batman: Arkham City Benchmark.
Click to see Full Size

In the above pair of screenshots (extractions from two Batman: Arkham City Benchmark video recordings), evidence of both of the previous example types of compression effects can be seen. In both frame extractions, Gibbs Effects ('ringing' or 'mosquito noise') can be seen around the furniture in the bottom/front (center). The left frame also contains the Macroblocking effect, especially in the 'flatter' [area with less detail] center region (it is also present in the right frame, but it does so in a far less obvious manner).

Both of these effects occur to some degree in the right example as well, but Macroblocks occur to a far lesser degree in the central region, as the codec [with the "Smaller File Size" option] is sacrificing Speed for the sake of taking more time to analyze each frame further, taking into account the changes in colour between the frames ('Temporal') and throughout the frames themselves ('Spatial'), attempting to maintain more of the colour it is detecting.

Looking at the Bitrates used for the recordings, with the "Faster Encoding" option, it was saving data at about 16Mbps (writing about 2MB/s to the video file), where the "Smaller Size" option was recording half that, about 8Mbps (saving 1MB/s to the recording); once again showing the difference the analysis and attempt to compress the frames further, saves on diskspace. The Performance Hit for this game was little however, in difference, as the Average Frames Per Second (reported after a Full Run of the Benchmark) was the same for both: 93fps.
4

I wanted to do an example of a game that has far lower 'action' happening on the screen (a lower amount of changes happening at once), so I chose this Web Browser-based game, called Lottso Express (found at Pogo.com). As can be seen above, there is little apparent difference between the two frames extracted from the two recordings, each with the different optimization setting being used.

This is likely due to the fact that there is so little changing on the screen at one time in this game [source material], that the codec is able to efficiently handle all changes occurring, losing little to the lower analysis being done when using the "Faster" option. Indeed, the difference in Bitrate between the two recordings was less than 100kbps - the Faster Encoding recording had a Bitrate of 540kbps (writing about 67KB/s to the file) and the 'Smaller File' video had a Bitrate of about 440kbps (writing about 55KB/s to the file).


Getting back to higher-action games (ones with more changes going on in the screen/frames), the above two frames are extracted from two game recordings of Battlefield: Hardline, each with the different Optimization option selected. Taken from videos where the player [me!] was standing almost still, there was little going on in game, but the frames have Macroblocking occurring in the flatter/less-detailed region on the left [of each], most likely due to the 80% Quality setting of the YouTube720p Preset - compressing the non-moving area as much as possible. Gibbs Effects ("ringing" or "mosquito noise") is apparent in the upper-right area for the "Faster Encoding Speed" side, far less visible in the same region (around the edges of the leaves) on the "Smaller File Size" side.

The Bitrate for both videos shown above was similar as well, with the 'Faster Encoding' recording running at only about 10Mbps (saving about 1MB/s to the video file), as again, the player was not moving very much at all [in this example]. The 'Smaller Size' recording saved only slightly less data, at 7Mbps (writing less than 1MB/s to the file) - not a large difference, since there weren't many changes going on with the material in the frames (due to not moving very much). This is a good example of showing how both settings, although both set with differing limitations, 'try to do as much as they can', when it comes to compressing/saving the video data to the output file.

Still frame comparison for the two optimization settings, taken from two recordings of Planetside 2. I was shooting my rifle just off to the right, creating an area to analyze between the rifle and the Console. The open areas around the Console are also open to examination. Click to see Full Size
Another high-action game, these frames above are from the game Planetside 2, with my soldier shooting a rifle just off-screen to the right. This increases the motion going on in the frames, and thus increases the differences between the two Optimization settings and how they will handle the onscreen motion vectors (seen more in the area between the just-off-screen rifle to the right and the console in the center). Between the two, especially on the left example, Macroblocking is seen in that region, as well as the floor.

Although a handful of examples can bring out the difference between these two settings, try to remember that these are all zoomed, scrutinized examples - still frames, as well, where compression artifacts are much easier to spot - so here is a different type of example, following:


Above, is an example of the two codec settings in motion (created as a GIF by Bandisoft's Honeycam [which came out of Beta just weeks ago - Tutorial for the program Coming Soon™]). Even though I applied a Sharpness Filter within the program, to accentuate the difference between the two, it can be seen that Macroblocking occurs in both (likely due to the 80% Quality portion of the Preset) - although it appears much stronger in the left half. Below is the same example, but with no Sharpness Filter applied.


As seen above, although the compression artifacts are present if looked for, it is somewhat of a subtle presence in a moving, action-packed recording, during playback. Indeed, many people will not even notice the visual differences between the two settings, being more interested in the action occurring on screen! These artifacts are also further 'hidden', if a recording is going to be further processed - such as after uploading to a video sharing site.

Many of these types of sites (YouTube, Vimeo, Plays.Tv, etc) will re-compress the video into a more streaming-friendly Bitrate, sometimes into multiple bitrates, then available to choose from, by the viewer, when browsing them. This decreases Quality (in the name of smoother streaming, with less dropped frames or 'falling behind'), further hiding imperfections like the compression artifacts above - unless of course they are far too obvious in the source recording, where then, they will still be present (although blurred or softened) in the final video playback/viewing. I created an example of the effect from this re-compression, done by video sharing sites - it is shown just below (YouTube is used merely as an example):
Originally created for an earlier article, testing out MJPEG on Diablo3 with Bandicam, this screenshot shows examples of the detail loss after uploading to YouTube, when the video is streamed back at 1080p and 720p (the frames are extractions of the downloaded post-recompression versions of the original upload).
Click to see Full Size

As always, dear reader, I urge you to try your own tests, with your favourite (or latest played) games, to see which setting you prefer. Sometimes, you may be limited in your choices. For example, if you have an older PC system, or are using a Laptop, you may only be able to record with the 'Faster Encoding' option, unable to utilize the further analysis and processing done by the 'Smaller File' setting at this time - it may just create too much 'lag' or 'choppy-ness' while recording for your system. Or, you may have disk space as a limitation, then only being able to use the 'Smaller Size' option, where the further analysis and compression is the only way you can collect enough gameplay recordings for your project.

Either way, don't be too discouraged, remembering from the last [animated] example above - and the YouTube example - that it is a subtle difference overall, one that I have accentuated here [merely for educational purposes, for those that wished to know what the 'real' difference in output would be]. When not 'zooming in' or otherwise scrutinizing the videos closely - normally enjoying them and all their action-packed-ness - one may not even notice a difference at all, even after seeing the above examples! In that case then, I urge you to use whichever is more beneficial for your circumstances - and try to have fun using either setting of this 'Bandicam-optimized-version-of-Xvid' as your recording codec, to record your gameplay experiences.

See You In The Game!


Sunday, April 20, 2014

Battlefield Play4Free - PlayTesting The AEK-971 Assault Rifle (One Full Round - Myanmar - Raw Gameplay [Unedited] Video)






















Battlefield Play4Free and The Daily Draw



Just a quick primer for those that don't know; Battlefield Play4Free is a Free-To-Play title, which means it doesn't cost anything to join in, but you can purchase weapons, armor, clothing and other items for Real Money. In this game, you do so by purchasing "Play4Free Funds" that you can then use in the in-game Store. There is also a nice feature offered where you can win 'prizes' (weapons, armor, clothing, etc) from a game called The Daily Draw at the main Battlefield Play4Free website. You can play once every day, choosing a card from a random draw of eight and the card you choose will be an item 'underneath'.


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



The AEK-971 Assault Rifle



I recently won the AEK-971 in The Daily Draw on my Assault class soldier and thought I'd try it out and see how it felt and quickly write a post about it [I call these 'PlayTests']. Now, I am not a gun expert or know a lot about the statistics of the guns, so I will mainly be discussing briefly here how the gun 'feels' and 'plays', especially compared to the default G3A4 Assault Rifle.



The AEK-971 unlocks nice and early at Soldier Level 3, but the main reason for this seems to be that it isn't supposed to be very different from the Default Assault Class Rifle. As you can see from the comparison above, which is the main Store/Inventory screen information for the weapons, the only real difference is the amount of damage it can do. It has the same accuracy rating as the G3A4, the same range, and the same amount of ammo in the mags. After winning it in The Daily Draw, I played a few rounds with AEK-971 and originally recorded a couple of full matches. Here is one full match, shared unedited for you [a 'Raw Gameplay' video], testing out the AEK-971:


I was also testing out the Trial of CyberLink's PowerDirector 12 for editing.
A Review article about that application - with Tips - Coming Soon™!



Despite not being listed as any more accurate than the G3, I felt more 'capable' with the AEK (as though I could 'put up a fight' a lot better), probably due to the increased damage. It feels a little more accurate too, even though it isn't really supposed to be, according to the Store/Inventory info for the gun. So, I figured this is a great time to do some testing! [Yay, tests! lol]



AEK-971 Accuracy Analysis




I did some basic analysis on the recoil pattern of this rifle and it is indeed similar to the default assault rifle, but the AEK is ever-so-slightly more accurate, in my opinion. Here is an example of a test I did, a screenshot of the spread patterns, collecting the bullet markings, below:

Coloured spray paint marking the AEK-971's Bullet Spread, on average
(Click to see Full Size)
  • The left side is the spread while 'shooting from the hip', not using the sights, just standing there holding down the trigger  [the spray painted arrow is red-coloured as in, 'try not to do this at all if you can, unless in very close quarters combat']
  • The right side is the spread while 'zoomed in', that is, using the sights on the gun (it would use a scope if there was one), still just standing there holding down the trigger  [the spray painted arrow is yellow-coloured as in, 'try to avoid this']
  • In the middle is the spread while zoomed in/using the sights, crouching down, still holding down the trigger though - but also now compensating for the recoil of the gun (attempting to contain the spread into a small area) - in this case, slowly pulling DOWN the mouse while firing since the recoil of this gun pulls the barrel UP  [the spray painted box is green-coloured as in, it is recommended to do this (even better if you can tap the trigger instead of holding it down)]
As you can see, even though the rated accuracy for this gun is "Low", you can get a pretty decent containment of the spread, by kneeling down, using the sights, and compensating for the recoil by moving the mouse accordingly [this little tip helps with all guns].



In most games, you can try to compensate for the recoil of a gun by slowly moving the mouse in the opposing direction to where the barrel travels. For instance, if the recoil pulls the barrel of the gun left, when shooting, moving the mouse to the right then, will cancel out some of the recoil and make for a smaller spread of bullets and easier/faster repositioning for the next shot. Try to remember that each gun will be  different in it's recoil and which direction you should compensate, when using each weapon though. 
[Note that due to game programmers making bullets 'miss' (no matter what), in an attempt to imitate reality (which has imperfections in the gun and bullets, air changes, etc), it will never be possible to fully compensate/correct for the 'spread' of bullets in a gun (this goes for most games)]. 



In my tests, the Assault Default G3A4 seemed to pull up and away to the left slightly, when shooting it. Holding down the trigger longer, the gun climbs way up into the sky easily (hence the "Low" Accuracy rating, I assume). For the AEK-971, it does still pull up, but it does not pull to the left in the same way as the G3A4, especially when using the sights. It sort of does a light 'stepping' to the left and then to the right, somewhat randomly [whatever the algorithm is in the programming]. This, to me, makes it ever-so-slightly more accurate in the 'feel' of the gun, because while it still 'goes all over the place' when shooting, it sort of compensates for itself just a bit, and the end result is more of a direct climb up in the recoil, something that felt, to me, easier to compensate for than with the Assault default G3. (I assume this very slight change in the spread/recoil is not enough to win this gun a "Medium" rating in Accuracy, but it is enough to make you have to Level to 3 in order to be able to purchase it..).



Close-To-Medium Range Kill with the AEK-971 in Myanmar. Even with the 'side-stepping' that the gun does (and the enemy strafed around as he ran out towards me from behind the rock in the center of the screen) I still got the kill, mostly due to the Very High Damage Rating of the weapon
(Click to see Full Size)


In Conclusion



Overall, the AEK-971 was similar to the default Assault class rifle, the G3A4, when playing. To me, it did feel slightly more accurate, but not by much. If you are having a really hard time hitting people with the G3A4, your accuracy won't increase very much at all if you purchased this rifle. However, if you are getting used to the default Assault gun, this one packs a lot more punch, and you'll be getting more kills overall if you upgrade to it. Because I recently won this gun Permanently [during the course of compiling this article, yes it does happen in The Daily Draw! woot] I can't see the current price for this rifle anymore, to purchase it from the in-game Store; but last time checking, it was only 300 Credits to try it out for one full day. It was also listed as [what I call] 'Earnable' because, if you can rack up 45,000 Credits, you won't have to pay for upgrading to this rifle with any Real Money at all (you can just use the Credits). If you did buy some Play4Free Funds and have 1,250 to spare, you can purchase it at anytime (not having to wait until Soldier Level 3), permanently. So in closing, PlayTesting the AEK-971, I found it slightly better than the Default Assault Class Rifle, even if it only 'felt' that way due to the higher damage it does.


Long Range Kill with the AEK-971 in Myanmar. The thin iron sights of the gun (default sights) help a lot with targeting farther away. With the Very High Damage Rating - even though the gun has a Low Accuracy Rating - single-shot/tap shooting can still make it lethal at range, when needed
(Click to see Full Size)


Have fun trying it out for yourself sometime and See You In The Games!




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