Encoding notes:
* DooM runs internally at 35 fps. The runs are at 30, so every 6 frames the video will miss a "tic". This creates the same "bad" feeling as the Zelda runs (game=20fps, video=30fps). I understand that with video capture this might be rather difficult to fix (if the "framerate gaps" don't remain constant), but while I don't know what do you use to capture DooM runs, I would suppose getting perfectly smooth 35 fps is possible.
* It seems the policy on open sourced games is to keep as close to the original as possible, but I'm just making sure you're aware there are community created high resolution texture packs for both DooM and Quake, amongst other assets, which improve quality dramatically.
<rant>
What's the mania with the audio sample rate? It's atrocious that stereo low quality runs have 128kbit video and 64kbit audio.
I know, psicologically, people hate to go down from 22050hz to 11025, just as they hate going from stereo to mono. This is the same reason people hate LAME for not allowing 44Khz@96kbit, and who glee in extasy when they discover you can force 44Khz stereo @ 32kbit.
I have news for you: the reason the codec doesn't want 22500hz at less that 64kbit is because the lowpass filter is falling already under 5Khz or so, and using a lower frequency will improve efficiency because the subbands in the filterbank will be better used.
Now, for a traumatic experience: when encoding 44100hz audio @ 128kbit, said filter is usually on the 16Khz-s, hence the effective sampling rate is already around 32000hz. Something similar is already happening with 22050hz @ 64kbit. You can check this with a spectometer.
In other words: don't be shy to cut to 11025hz, and from stereo to mono (this is a different issue but it makes a lot of impact at lower bitrates). I'd rather much have 11025hz mono @ 24kbit with 170kbit video than 64/128.
This doesn't apply to the DooM run as it's mono and therefore 32Kbit, and it's not like I get a lot of low quality runs, but anyway...
</rant>
Now, on to the interesting stuff:
The moment I saw the run I thought it'd be interesting to see both players at once. This is rather easy to do with a simple avisynth script:
StackHorizontal(AVISource("Doom2_SS_UV_2p_a_2227_LQ.avi"),AVISource("Doom2_SS_UV_2p_b_2227_LQ.avi"))
For example. It's rather cool and they match up more or less; in the end they desynch a second or two.
* DooM runs internally at 35 fps. The runs are at 30, so every 6 frames the video will miss a "tic". This creates the same "bad" feeling as the Zelda runs (game=20fps, video=30fps). I understand that with video capture this might be rather difficult to fix (if the "framerate gaps" don't remain constant), but while I don't know what do you use to capture DooM runs, I would suppose getting perfectly smooth 35 fps is possible.
* It seems the policy on open sourced games is to keep as close to the original as possible, but I'm just making sure you're aware there are community created high resolution texture packs for both DooM and Quake, amongst other assets, which improve quality dramatically.
<rant>
What's the mania with the audio sample rate? It's atrocious that stereo low quality runs have 128kbit video and 64kbit audio.
I know, psicologically, people hate to go down from 22050hz to 11025, just as they hate going from stereo to mono. This is the same reason people hate LAME for not allowing 44Khz@96kbit, and who glee in extasy when they discover you can force 44Khz stereo @ 32kbit.
I have news for you: the reason the codec doesn't want 22500hz at less that 64kbit is because the lowpass filter is falling already under 5Khz or so, and using a lower frequency will improve efficiency because the subbands in the filterbank will be better used.
Now, for a traumatic experience: when encoding 44100hz audio @ 128kbit, said filter is usually on the 16Khz-s, hence the effective sampling rate is already around 32000hz. Something similar is already happening with 22050hz @ 64kbit. You can check this with a spectometer.
In other words: don't be shy to cut to 11025hz, and from stereo to mono (this is a different issue but it makes a lot of impact at lower bitrates). I'd rather much have 11025hz mono @ 24kbit with 170kbit video than 64/128.
This doesn't apply to the DooM run as it's mono and therefore 32Kbit, and it's not like I get a lot of low quality runs, but anyway...
</rant>
Now, on to the interesting stuff:
The moment I saw the run I thought it'd be interesting to see both players at once. This is rather easy to do with a simple avisynth script:
StackHorizontal(AVISource("Doom2_SS_UV_2p_a_2227_LQ.avi"),AVISource("Doom2_SS_UV_2p_b_2227_LQ.avi"))
For example. It's rather cool and they match up more or less; in the end they desynch a second or two.
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