[QUOTE=killz2much;33378293]You're comparing 3rd party video capture software to something that's integrated into the game.
The video recorder for Saints Row records everything that's happening in real time. Then when you tell it to, in converts everything that it rendered into video format. If it recorded everything endlessly, it would eventually use too much data and would probably cause the game to crash.
It's the same thing that GTA IV does, minus the dynamic options to change your camera views and advanced video options.[/QUOTE]
I am.
Fraps records everything real-time as well.
Which makes it even sillier that it can't record for longer.
And a few minutes of FRAPS footage is several gig.
[QUOTE=dgg;33378367]I am.
Fraps records everything real-time as well.
Which makes it even sillier that it can't record for longer.[/QUOTE]
No, FRAPS just takes a video.
SR's recorder is rendering everything in the game world.
[QUOTE=killz2much;33378062]That's... really pathetic.[/QUOTE]
I make one joke and you get super serious. Atleast I can try to see the funny side of things.
[QUOTE=CWalkthroughs;33378419]I make one joke and you get super serious. Atleast I can try to see the funny side of things.[/QUOTE]
Oh shut up you dumb kid. Why don't you go be pissy about something that actually matters.
[QUOTE=killz2much;33378424]Oh shut up you dumb kid. Why don't you go be pissy about something that actually matters.[/QUOTE]
What's the matter? Can't back up your statement?
[QUOTE=killz2much;33378403]No, FRAPS just takes a video.
SR's recorder is rendering everything in the game world.[/QUOTE]
Are you thinking of the recorder gibbed found and enabled?
[t]http://cloud.steampowered.com/ugc/594702591149293322/E4BD195062C73AB15B44DA207EF9284C7A2CC4C7/[/t]
[QUOTE=NinjaWilko;33378466]Are you thinking of the recorder gibbed found and enabled?
[t]http://cloud.steampowered.com/ugc/594702591149293322/E4BD195062C73AB15B44DA207EF9284C7A2CC4C7/[/t][/QUOTE]
Wait, what? It actually has similar options to GTA IV?
Oh wait, that's right, they said they were going to do some special video recording thing post-launch. They probably disabled it for the time being because its not complete yet.
[QUOTE=Ray-The-Sun;33378379]And a few minutes of FRAPS footage is several gig.[/QUOTE]
Well obviously, since it doesn't compress your video. Which is good.
[QUOTE=killz2much;33378403]No, FRAPS just takes a video.
SR's recorder is rendering everything in the game world.[/QUOTE]
FRAPS records everything on your screen in real-time. It takes just as much work to do because your computer is constantly rendering the whole game at the same time as it's making FRAPS capture all that on-screen information simultaneously.
[QUOTE=dgg;33378541]FRAPS records everything on your screen in real-time. It takes just as much work to do.[/QUOTE]
You don't get it.
Capturing a video of what you're doing and recording real-time rendering of the game are two completely different things.
The equivalent of what you're saying is like someone saying, "If I take a picture of a car in real life then I can simply take that pic and export it and it becomes a useable model in Garry's Mod."
[QUOTE=killz2much;33378564]The equivalent of what you're saying is like someone saying, "If I take a picture of a car in real life then I can simply take that pic and export it and it becomes a useable model in Garry's Mod."[/QUOTE]
Whilst I get what you're saying. That all the model files, lightning and shit is stored and then re-run for exporting I still fully disagree that it takes more work than capturing everything in real-time as it happens.
Basically you double the workflow with Fraps as well.
[QUOTE=dgg;33378650]Whilst I get what you're saying. That all the model files, lightning and shit is stored and then re-run for exporting I still fully disagree that it takes more work than capturing everything in real-time as it happens.
Basically you double the workflow with Fraps as well.[/QUOTE]
With FRAPS you're only capture a 2D video of what you're doing.
With what SR has going for it, similar to GTA IV, is it records and renders the 3D environment in real time. This allows the user to go back and freely move the camera within the world. It can't be limitless, it still uses a lot of data. Even then you're still doing shit within the game, which also uses data. It has to delete past it's limit dynamically or it would eventually use too much data and crash. It has to have a limit.
Actually, from what I used the recorder for, it just records the on-screen stuff for 30 seconds. There's a separate editor hidden in the game files that does what GTA IV's does, though.
[QUOTE=killz2much;33378707]With FRAPS you're only capture a 2D video of what you're doing.
With what SR has going for it, similar to GTA IV, is it records and renders the 3D environment in real time. This allows the user to go back and freely move the camera within the world. It can't be limitless, it still uses a lot of data. Even then you're still doing shit within the game, which also uses data. It has to delete past it's limit dynamically or it would eventually use too much data and crash. It has to have a limit.[/QUOTE]
Like I said I know exactly what you are saying and I still don't see the problem.
There is no reason to have a measley 30 second limit to the recording. It could hold out for at least 5 minutes. And just because it has to store all that information doesn't make the information huge. Unless they are retarded all they should store is animation information, daytime information, physic reaction info and model placement location. Then when you edit or export the movie it applies everything else to it like textures and rendering the lightning and adding the sprites and whatnot.
Just the information about things placement and movement does not take up very much data. It's the rendering that does.
And then there is the fact that the freely-move-around-the-world is not enabled by default meaning it's really silly to have a function that is not actually in use.
[QUOTE=kyle877;33378737]Actually, from what I used the recorder for, it just records the on-screen stuff for 30 seconds. There's a separate editor hidden in the game files that does what GTA IV's does, though.[/QUOTE]
I doubt, I noticed the in-game recorder actually affects stuff in the world.
Like for example, I had a few times when I get the glitch where someone dies and their legs are in the ground. Every single time I started the in game recorder, they would pop out of the ground and wouldn't be glitched anymore.
Also, Volition did say that they were going to add a recording system similar to GTA IV's editor post-launch. Let me dig it up.
Ah, found it:
[url]http://www.saintsrow.com/news/detail/article/251623/pc_exclusive_features_for_sr:tt[/url]
[quote]As many of our PC fans are probably aware, the Saints Row 2 port on PC could've been a lot better. With Saints Row: The Third though, we've taken all of the development of the PC version in-house, so that the PC version will be at the same level of playability as the console versions. Today though, since we're continuing "All Saints Day", we felt it was time to share some reasons why the PC version of Saints Row: The Third is worth your purchase.
[b]First up, the Steam version of Saints Row: The Third will feature the Saints Video Record Mode, allowing you to record and save your most over-the-top gameplay clips, which you are free to share on social media sites and of course right here on SaintsRow.com. And if you’re a true cinephile, you can switch off the HUD and showcase your cheerleader assassin character in all her unblemished glory.[/b]
Post launch, the PC version will receive exclusive customization options, including oversized bobblehead masks of characters from your favorite non-THQ online shooter, Valve’s Team Fortress 2. They’re free, so Strap Them On! Stay tuned for more details in the future.
Other highlights include AMD Eyefinity support, DX9, DX10, and DX11 support, Crossfire enabled, SLI enabled, advanced depth of field, reflections, and ambient occlusion quality, and, of course, God Rays.
Saints Row: The Third on PC is not a port, and it's our goal here at Volition to prove that to our PC fans. We hope you enjoy the game when it releases to the public on November 15th![/quote]
And the unlocked editor that guy found has that HUD toggle mode. Something tells me they just didn't finish it and locked it for the mean time and will include later.
[editline]21st November 2011[/editline]
[QUOTE=dgg;33378794]Like I said I know exactly what you are saying and I still don't see the problem.
There is no reason to have a measley 30 second limit to the recording. It could hold out for at least 5 minutes.
And then there is the fact that the freely-move-around-the-world is not enabled by default meaning it's really silly to have a function that is not actually in use.[/QUOTE]
Because recording a 2D video uses much less data than 3D Real-Time rendering recording. Plus, you're not using some 3rd party software that saves somewhere to your computer. Its integrated into the game, it has to have a limit otherwise the rendering recorder + everything happening on the screen would use too much data and cause a crash.
Haha holy shit the Wraith is awesome
I want one in real life
in love with my female character:
[img]http://i.imgur.com/DyJOF.jpg[/img]
[img]http://i.imgur.com/H0EUK.jpg[/img]
boobs
[QUOTE=killz2much;33378805]Because recording a 2D video uses much less data than 3D Real-Time rendering recording. Plus, you're not using some 3rd party software that saves somewhere to your computer. Its integrated into the game, it has to have a limit otherwise the rendering recorder + everything happening on the screen would use too much data and cause a crash.[/QUOTE]
I've not been following this argument very closely, but something you need to think about. If you're recording a game world as it plays through, all you NEED to save is entity data. What entities are in the world, where they're moving and how fast, etc.,. That data may get quite large quite fast if there are a lot of vehicles and pedestrians, but there are also a lot of things it DOESN'T need to save. If you're saving a recording for later in-game editing, a good save method would ONLY save the entity data. The world data would be automatically generated by the game because it already has the information stored elsewhere and doesn't need to save it twice.
I would actually argue that they keep about the same amount of space. For the 2D video, you need to record between 1.3 and 1.7 megapixels (1280*1024 to 1680*1050, probably the most common range of resolutions) of data PER FRAME. Include the fact that you're then rendering anywhere between 12 and 60 frames PER SECOND (on average), that's a lot of data. Even compressed. Whereas 3D data saving could probably be done with coordinates, vectors, etc.,. Updated per frame, or whenever it changes. But I don't know game mechanics and design terribly well from the coding side, so I'm kind of speaking out of my ass here and could be wrong.
The more I think about it, though, the less I agree. A good in-game 3D renderer would use less data. Recording the screen to a file would be rendering the same image twice. Once to display, and once to the file. I don't know if it can be consolidated into one rendering that gets sent to both screen and file, but you're still rendering it "twice". And you render EVERYTHING twice. With a 3D renderer you could potentially render much less data twice. Entity details, stuff like that. Render it once, render info (but not render data itself) to a proprietary format that the game can read.
Like I said, though, I'm just making conjectures and could be wrong. I'm not a programmer.
[QUOTE=biodude94566;33379131]I've not been following this argument very closely, but something you need to think about. If you're recording a game world as it plays through, all you NEED to save is entity data. What entities are in the world, where they're moving and how fast, etc.,. That data may get quite large quite fast if there are a lot of vehicles and pedestrians, but there are also a lot of things it DOESN'T need to save. If you're saving a recording for later in-game editing, a good save method would ONLY save the entity data. The world data would be automatically generated by the game because it already has the information stored elsewhere and doesn't need to save it twice.
I would actually argue that they keep about the same amount of space. For the 2D video, you need to record between 1.3 and 1.7 megapixels (1280*1024 to 1680*1050, probably the most common range of resolutions) of data PER FRAME. Include the fact that you're then rendering anywhere between 12 and 60 frames PER SECOND (on average), that's a lot of data. Even compressed. Whereas 3D data saving could probably be done with coordinates, vectors, etc.,. Updated per frame, or whenever it changes. But I don't know game mechanics and design terribly well from the coding side, so I'm kind of speaking out of my ass here and could be wrong.
The more I think about it, though, the less I agree. A good in-game 3D renderer would use less data. Recording the screen to a file would be rendering the same image twice. Once to display, and once to the file. I don't know if it can be consolidated into one rendering that gets sent to both screen and file, but you're still rendering it "twice". And you render EVERYTHING twice. With a 3D renderer you could potentially render much less data twice. Entity details, stuff like that. Render it once, render info (but not render data itself) to a proprietary format that the game can read.
Like I said, though, I'm just making conjectures and could be wrong. I'm not a programmer.[/QUOTE]
The way I see it, there wouldn't be a time/size limit if there weren't complications to having it be endless.
I see that GTA IV's limit is based on what's going on screen. The crazier it is, the less it records. SR's is set on a 30 second time limit.
Is anyone else having problems calling your Homies to come fight? They are nearly busy all of the time - and there's a weird bug that goes with it: Everytime I click someone's name, nothing happens; as soon as my mouse rolls over another Homie's name, my phone calls. Is there supposed to be a delay or something?
An interesting glitch I found
[video=youtube;QCDciyHLhsU]http://www.youtube.com/watch?v=QCDciyHLhsU&feature=youtu.be[/video]
[QUOTE=Mr. Smartass;33379467]An interesting glitch I found
[video=youtube;QCDciyHLhsU]http://www.youtube.com/watch?v=QCDciyHLhsU&feature=youtu.be[/video][/QUOTE]
what crib/stronghold would that be?
[QUOTE=Mr. Smartass;33379467]An interesting glitch I found
[video=youtube;QCDciyHLhsU]http://www.youtube.com/watch?v=QCDciyHLhsU&feature=youtu.be[/video][/QUOTE]
I noticed that happening in the streets sometimes
random radio music would play on certain parts of the street and then stop when you walked a certain distance away
[QUOTE=legolover122;33379481]what crib/stronghold would that be?[/QUOTE]
Safe word penthouse
i love it that you can upgrade strongholds to be massive skyscrapers.
just wish we got a bit more crib/stronghold customization... :(
should i get saints row 1 after playing saints row 2 and 3? or should i just watch a playthrough of it?
[img_thumb]http://cloud.steampowered.com/ugc/613842889566323904/7095DAD2345FAF58FACAA5BA7BD80B4903F42A2D/[/img_thumb]
Great, anti-social gang members. :v:
Well look at what you're wearing and tell me any sane person wouldn't do the same
[QUOTE=Conro101;33379687]Well look at what you're wearing and tell me any sane person wouldn't do the same[/QUOTE]
Good thing he doesn't know I like them shy and pathetic >:)
Are anyone elses gang members a bunch of assholes? Every time I walk past one they say I'm ugly, taunt me, and sometimes even shoot me. [img]http://i.somethingawful.com/forumsystem/emoticons/emot-saddowns.gif[/img]
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