[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 171 KB, 298x224, konami_con.webm [View same] [iqdb] [saucenao] [google] [report]
1525649 No.1525649 [Reply] [Original] [archived.moe]

>no webm thread

>> No.1525652


>> No.1525668
File: 236 KB, 854x480, ps1_con.webm [View same] [iqdb] [saucenao] [google] [report]

>laser broken
>hear this a thousand times before the game finally boots

>> No.1525683

Err I'm in Firefox .28 and I can't actually hear these files.. When I open it in a new tab I can see a little context-sensitive bar at the bottom and it appears muted, however when I click the mute button it doesn't unmute and when I right click I have a togglable option to mute that doesn't seem to do anything..

Any ideas?

>> No.1525691

They're just a different version of gif. There's nothing to hear!

>it's all in your head anon...

>> No.1525694

4chan doesnt support webm with sound.

>> No.1525702

Are there any emulators that can directly output webm?
Isn't gif better for retro games since it is lossless and 256 indexed colors are enough for the older systems?

>> No.1525708

Don't take it at face value. I said I can hear it, but I can't literally hear it. I've played so many Konami games that I can hear that little jingle in my head now.

>> No.1525717
File: 164 KB, 640x480, neogeo.webm [View same] [iqdb] [saucenao] [google] [report]

I have one of those.

>> No.1525725



>> No.1525730
File: 3.00 MB, 640x480, jammers.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1525739



>> No.1525748

This thread should be cool. I'll try to make some later.

>> No.1525751
File: 79 KB, 219x259, 1327209840708.png [View same] [iqdb] [saucenao] [google] [report]

>webm for pixel art

>> No.1525778


There isn't actually any sound.

Sound is disabled for WebM on 4chan because otherwise obnoxious faggots will do obnoxious things.

If you've played these games often enough you'll know the jingle well enough to practically hear it anyway.

>> No.1525785


It's a lot better compressed than gif.

>> No.1525807

>learning a whole new set of tools for something barely any better than GIF
Nope. Call me when GIMP GAP supports WEBM, until then I can't be bothered.

>> No.1525815

The birth of the gif hipster, ladies and gentlemen.

>> No.1525819


>barely better

Are you this faggot >>1525751 by any chance?

Go to /v/ or /g/ and check out the HR 60FPS webms.

>> No.1525821

>barely any better


>it's smaller
>can be much longer
>loads much faster
>lots of colors

>> No.1525828

Can WebM go higher than 60 fps? Because GIF's maximum is 100 fps, but 50 fps is more realistic. Either way those are both wasteful frame rates for making small files intended to simply demonstrate things.

>> No.1525832


It's whatever frame rate the source is.

>> No.1525834


you wouldn't jpg a sprite

>> No.1525837

And no, I'm not.

>> No.1525842

So is GIF, in theory, but it's limited at higher frame rates by the fact that you cannot display frames in increments smaller than 10ms. With GIF at lower rates you simply alternate the length of time different frames are displayed in order to achieve an average frame rate.

>> No.1525858


>barely better
>is considerably better in every single facet
>no downsides
>easier to make than gifs


>> No.1525862
File: 416 KB, 640x360, Expand Dong.webm [View same] [iqdb] [saucenao] [google] [report]

Posting Dankey Kang

>> No.1525864
File: 2.73 MB, 640x360, 海腹川背・旬 F57.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1525875

>easier to make than gifs
Now this is just a bald-faced lie and you know it.

>> No.1525916
File: 2.84 MB, 640x360, 海腹川背・旬 F42.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1525918

VP9 supports 120Hz, for the people who like to masturbate over that sort of thing.

>> No.1525929
File: 34 KB, 721x393, 3.png [View same] [iqdb] [saucenao] [google] [report]


>choose file
>specify resolution and filesize
>click button

Gosh that was hard.

>> No.1525936

is that program really called WebM for Retards? that's hilarious

>> No.1525940

how do I WebM on linux?

>> No.1525941




>> No.1525943

First, you have to install gentoo.

>> No.1525958

God damnit /g/ leave me alone.

>> No.1525978

Which version of the Konami laser logo is your favorite, /v/?

Personally, I feel like it goes SNES > TurboGrafix-16 >>> Genesis.


Links for reference.

>> No.1525984

Are you kidding me. Its stupidly easy.

>> No.1525991

Sorry, I meant /vr/.

>> No.1525998
File: 1.66 MB, 1000x563, BurgerTime.webm [View same] [iqdb] [saucenao] [google] [report]

I also have this Burger Time, but I suck at Burger Time and died.

>> No.1526181

>Isn't gif better for retro games since it is lossless and 256 indexed colors are enough for the older systems?

If your objective is to be lossless, maybe. But webm is far smaller filesizes due to taking temporal considerations and compression algorithms into play. GIF is still frame by frame, much like how FLAC is lossless, VP8 is a lossy codec that allows you to have larger resolutions and longer files under the file size limit set by 4chan. Equivocal gifs are tiny or absurdly short.

>> No.1526184
File: 2.98 MB, 224x320, Rayforce chain.gif [View same] [iqdb] [saucenao] [google] [report]

Gross, I think I'm sticking with GIF.

>> No.1526190

Shame animated PNG never caught on.

>> No.1526503
File: 2.33 MB, 320x232, commander keen 3 speed run.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1526561
File: 2.51 MB, 640x480, diamond sands wr.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1526576
File: 2.42 MB, 640x480, venus wr.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1526627 [DELETED] 


I dont go to /b/ anymore

but with this webmd crap

there must be webmd porno all over it rite guiz?

>> No.1526772
File: 498 KB, 320x240, hardcorps.webm [View same] [iqdb] [saucenao] [google] [report]

oh god I can't keep the bitrate from being low as fuck at the start

>> No.1526780

These look atrocious, can we reserve Webm for 3D games at least? They just make 2D stuff look like garbage from all the compression artifacts.

>> No.1527030

>GIF's maximum is 100 fps
And yet no browser supports GIFs at 100 fps

Webm is definitely great for 99% of the cases, but I'm with the other guy in saying that it really bothers me seeing lossy pixel art full of artifacts. If only webm had a lossless mode. It's not a big deal though, but I'm autistic enough that it bothers me.

>> No.1527031
File: 252 KB, 800x450, no one will ever know.webm [View same] [iqdb] [saucenao] [google] [report]

>webm for retards
Also, opinions: webm is great for recording gameplay and the like, but gifs are still better for e.g. displaying pixel art, and that's because video files have lossy data compression like jpg, i.e. lower quality looks like it had grease smeared over. It's alost unnoticable in 3d gameplay videos, but it won't do aliased pixel graphics well, or you'll hit the 3MB limit pretty quickly with a short footage.

>> No.1527040

Just discovered it today. How old is the format ? Who coded it ?
I need to know everything.

>> No.1527046

Holy shit, this is amazing.
How long before 4chanX support this format in thumbnail ?

>> No.1527048
File: 2.65 MB, 600x450, you gun goofd fox.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1527053

It's a format that google has been pushing for some years now, and when the HTML5 <video></video> craze started every browser started pushing their own format, so far webm seems to be winning. Mozzila's video thingie was ogg based I think and that's old fucking technology.

>> No.1527064

So, it's pretty old ? Why we just discovered it recently ?

>> No.1527067

>So, it's pretty old

>> No.1527078

>So, it's pretty old ?
>three years
Dude, gif has been there since '87 and is still being used.

>> No.1527103

I... what?

Is all that clipping supposed to be there or is it one of those corruptions? I haven't played much Blast Corps

>> No.1527204

That's all I ever asked for

>> No.1527208

Aw shit dat speedrun.

>> No.1527362
File: 20 KB, 172x186, aww.jpg [View same] [iqdb] [saucenao] [google] [report]


>compression for pixel art


>> No.1527521

Compression isn't a problem. gif and png compress and work well for pixel art. The difference is that they are lossless compression formats (save for gif limiting the amount of colors to 256) so you don't get artifacts all over the place. There is no reason to use bmp and 4chan doesn't support it for good reason.

>> No.1527909


yes, that was what i meant. just wasn't clear on the difference between lossless and non-compressed

>> No.1527914

Please stop making webms with a black first frame. It makes me not want to click them when the thumbnail is black.

>> No.1527921
File: 2.38 MB, 256x224, Super Mario Pong.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1528057
File: 2.98 MB, 448x640, rayforce.webm [View same] [iqdb] [saucenao] [google] [report]

How's this?

>> No.1528064

So... you'll have to explain this one

>> No.1528080

We didn't have gif threads, why would we need webm threads? Just because they're new? It's /vr/.

>> No.1528094

Someone uploaded a 1500FPS webm. (Your browser will slow it down.) Can't remember which board, but I guess it doesn't have a limit.

>> No.1528096


>> No.1528104

>It's /vr/

Retro games, not retro image formats.

>> No.1528105


It's a tool-assisted game in which somebody is showing off how he discovered exploiting various glitches in Super Mario World to manipulate the game data to write assembly code with controller inputs, letting him program Pong and Snake into the game.

>> No.1528108

I saw someone do this for Pokemon Yellow. I'll never understand how people figure this shit out.

>> No.1528123
File: 920 KB, 640x480, armageddon.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1528126

Let me get this straight.
He programmed Snake and Pong by playing Super Mario World.

>> No.1528397

This guy creates a creepypasta in Pokemon Blue using a similar exploit.

>> No.1528520

So cool! :o

>> No.1528895
File: 2.96 MB, 600x344, sega mega drive.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1528903
File: 648 KB, 512x384, kenshinope2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1528942
File: 1.28 MB, 640x400, output.webm [View same] [iqdb] [saucenao] [google] [report]

Dangerous Dave 2!

>> No.1528968
File: 63 KB, 540x594, 1396653753326.jpg [View same] [iqdb] [saucenao] [google] [report]

wow. these are great to look at.
please keep making and posting more guys.

this is easily one of the best things that have happened to /vr/ (and maybe /tv/ too..)

i mean, the sizes and colors make them so much more better than gifs.

>> No.1528970

Playing like a maniac i see.

>> No.1528980

lookin at most of these makes me want to play more retro vidya

>> No.1528982
File: 2.28 MB, 320x181, babbys_first_webm.webm [View same] [iqdb] [saucenao] [google] [report]

First shot at this

>> No.1528989

>that fluent frame rate

couldve made it a bit bigger tho

>> No.1528994
File: 2.58 MB, 425x240, babbys_first_webm.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, my bad. Forgot about black bars when inputting frame size. Just fixed it.

>> No.1528996
File: 2.91 MB, 1280x720, MachineGun.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1529008

I don't really see how this is any different from linking to youtube. Same shit quality.

>> No.1529009

much more easy on the eyes yes

>> No.1529013

Doesn't youtube even use the webm format as an option?

>> No.1529196
File: 90 KB, 380x201, doom1.webm [View same] [iqdb] [saucenao] [google] [report]

All of the gifs I've tried converted show up with the wrong duration and with fucked visuals in MPC, but work fine in browser. All others work fine.

Oh well, testing

>> No.1529308
File: 2.86 MB, 1360x768, sanic.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1529364

I dunno so far webm not only looks neat for having a consistent 60fps and longer duration but it also makes me feel like I'm watching a vcr.
It really makes me feel nostalgic seeing those vids at 60fps and with gritty quality.

>> No.1529584

Which Might and Magic is it ?

>> No.1529592


How the fuck do you make the sourcefile which yo make a webm out of?

>> No.1529595

I'm gonna try it in a bit

You can record the footage in Kega or Gens and then convert it to webm with the Webm for Retards tool that wasn't posted long ago

>> No.1529596


Ohhhh shit. Hrm- what would be a good tool for capturing windowed or full screen games then?

>> No.1529597

Kega and Gens both let you log AVI, so no tool needed. Cool right?


>> No.1529598

the dragon portrait says it's VIII

>> No.1529601


Well yeah- I mostly mean if I want to capture old PC game footage or direct feed or emulators that have no record feature.

>> No.1529602

Open Broadcaster Software.

>> No.1529606


Thanka kindly. I might make some shit right now.

>> No.1529608
File: 52 KB, 852x453, uiuiuiu OBS.png [View same] [iqdb] [saucenao] [google] [report]

My mistake, I totally remember Gens having AVI logging

yeah program really gets the job done

I'll start you off. Right Click where the "Scene" box is you need to add a scene to capture stuff. Once there's a scene Settings is no longer grayed out.

Here's what OBS settings look like.

>> No.1529638

Is there a freeware tool for recording AVI from your screen?

One that doesn't slap an ugly watermark over the corner of your vid?

>> No.1529648

just pirate bandicam.

>> No.1529656
File: 2.86 MB, 320x240, Headdy.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1529670
File: 468 KB, 256x224, Animaniacs.webm [View same] [iqdb] [saucenao] [google] [report]

For those of you who want to know what this sounded like here's a webm with sound too

>> No.1529692
File: 2.96 MB, 352x240, Breath of Fire 4.webm [View same] [iqdb] [saucenao] [google] [report]

Spoiler: Capcom cut this scene out of the domestic version of the game because it was too graphic.

>> No.1529696
File: 1.87 MB, 256x224, EWJ2 Puppy Love Demo.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1529716
File: 1.06 MB, 320x240, Daffy Duck In Hollywood.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1529735
File: 36 KB, 500x334, 1384876785569.jpg [View same] [iqdb] [saucenao] [google] [report]

>great quality
>60 seconds

>> No.1529749

Using the ffmmpeg executable at the command line is better, doing a two pass helps quality/size

>> No.1529773

Looks like glorious glitching to me.

>> No.1529775
File: 923 KB, 640x480, gals panic 2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1529778
File: 1.52 MB, 640x480, virtua racing.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1529785
File: 1.48 MB, 640x480, back street soccer.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1529789

How did you managed a such good quality ?

>> No.1529793

What do you guys use to record ?

>> No.1530791
File: 2.81 MB, 1280x960, Metroid.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1530834
File: 2.69 MB, 320x240, stage1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1530873

Should probably try that again without the scanlines. Scan lines and video compression don't get along too well.

>> No.1530891

Make it smaller as well. It is kinda a bad sign when you can see the pixels within what should be pixels.

>> No.1530905

umm, we did have gif threads. Are you new here?

>> No.1530908

What game is this? Looks like Contra but the main character is some kind of dogman gunarm

>> No.1530915

It's Contra: Hard Corps and it's fucking fantastic.

Get the enhancement patch that lets you skip dialogue and mission briefings.

>> No.1530949


Somebody please tell me how to do a webm out of my games!

This is neat as fuck

>> No.1530981 [DELETED] 
File: 2.86 MB, 640x480, test.webm [View same] [iqdb] [saucenao] [google] [report]

temporary test

>> No.1530985
File: 359 KB, 1280x960, 1397005529203.png [View same] [iqdb] [saucenao] [google] [report]

That'd go against the entire point and it would look like shit anyway because it'd be raw.

I take it you're meaning the large scaling of the pixels to overblown size? That's part of the game that exists on actual hardware. Picture related.

>> No.1530991
File: 692 KB, 1280x960, 1397005619589.png [View same] [iqdb] [saucenao] [google] [report]

Here's the title screen. It looks fine. Making it smaller wouldn't make any sense.

>> No.1530994

That was shitty. Scrub.

>> No.1530995
File: 2.39 MB, 640x480, zool.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1531001

>Get the enhancement patch that lets you skip dialogue and mission briefings.
You patch that? Why not just fast forward through it?

>> No.1531021

>moot won't allow audio


>> No.1531041

What game is this? This looks awesome.

>> No.1531043

PSX ver of Umihara Kawase.


>> No.1531046
File: 453 KB, 542x767, umihara3.jpg [View same] [iqdb] [saucenao] [google] [report]

Umihara Kawase, for the SuGami

>> No.1531049


>> No.1531050

Is there an NTSC version?

>> No.1531054

Japan Exclusives use NTSC

>> No.1531059

Clearly I don't mean NTSC-J

>> No.1531070

Allow me to reiterate. Is there a stateside release?

>> No.1531083
File: 281 KB, 640x360, behind you.webm [View same] [iqdb] [saucenao] [google] [report]

Already posted these in a different thread but whatever.

>> No.1531085
File: 1.38 MB, 512x320, skillshots.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1531147
File: 1.51 MB, 720x480, towerofpower.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1531194
File: 2.79 MB, 680x360, A Hind D.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1531252

My webm's size are 9M or more... What am I doing it wrong?

>> No.1531279


It's all about the bitrate. I was actually 2KB short of hitting the size limit.

>> No.1531281

VP9 has a lossless mode but 4chan doesn't support VP9 so...

>> No.1531287

Try to keep it under 2 minutes, keep it at the original native resolution of the system its from, and set the limit to 3MB so you can upload it here

SNES and NES (256x224)
GEN (320 x 244/240)

>> No.1531290

wich bibrate do you use? can you please post the command line you used?

>> No.1531296
File: 1.84 MB, 320x294, ki.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1531297


The bitrate you gotta figure out yourself because it depends on the length of the webm and also the picture quality you want. For jammers I think I did something like 750KB max bitrate and I hit just 2KB short of the size limit.

What I used I got from /g/.

ffmpeg -i your_video.mkv -ss 00:00:10.000 -to 00:00:20.000 -c:v libvpx -crf 4 -b:v 1500K -vf scale=640:-1 -an output.webm

1500K being the maximum bitrate you tell the encoder it can use.

>> No.1531310


Also I believe the source file's framerate matters.

>> No.1531319
File: 2.64 MB, 256x235, ki.webm [View same] [iqdb] [saucenao] [google] [report]

test 2

>> No.1531352
File: 2.75 MB, 320x199, jazz.webm [View same] [iqdb] [saucenao] [google] [report]

Accompanying music.

>> No.1531591
File: 1.82 MB, 160x144, WarioHelp.webm [View same] [iqdb] [saucenao] [google] [report]

Hey vr, I need to know, does this one look like garbage?

>> No.1531609
File: 1.56 MB, 160x144, WarioHelp2.webm [View same] [iqdb] [saucenao] [google] [report]

ffmpeg -i video.vid -an output.webm
This is the bare bones

-c:v put a codec here (libvpx)
-b:v Bitrate/quality (1500K or 1.5M)
-r Framerate (ignore to use source)
-fs Filesize limit (use -fs 3M)
-an No audio. required for 4chan

Time commands:
-ss time to start recording (seconds)
-to time to stop recording
-t number of seconds to record
-vframes number of frames to record

-ss 1.5 -to 3.5
would record from 1.5 to 3.5 seconds.
You can also use timestamps
-t 10 records the first 10 seconds
-t 01:00:00 records the first hour

-ss 10 -vframes 900 starts at 10 seconds and goes for 900 frames
size commands:
-s dimensions (640x480)
-vf scale= scales the vid
-aspect (4:3), (1.3333)

vf scale lets you simply set a new height or width and automatically adjust for aspect.
-vf scale=300:-1 sets width to 300 maintains aspect
-vf scale=-1:500 sets height to 500 maintains aspect

I don't know:

you just stack the options
So if you want
bitrate 1500K
from 5.7 seconds until we hit max filesize
adjusted to 240p
your command line would look like this
>ffmpeg -i "Game Video 2".avi -ss 5.7 -fs 3M -vf scale=-1:240 -an "Game Video 2 out".webm

The order doesn't matter, so long as each option title (-ss, -vf, etc) is directly to the left of its input.
But the filename has to be on the left and the output file has to be on the right.

Hey does anyone know if there are certain tricks for making webm work better with sprite stuff, like what we see more of here on /vr/?

>> No.1531614
File: 18 KB, 256x224, luigi.webm [View same] [iqdb] [saucenao] [google] [report]

fuck I forgot the bitrate
stick a "-b:v 1500K" in there

Also, if you're having trouble cutting to the exact time you want your video, use ffplay.
Space pauses
s moves forward 1 frame
Left goes back 10 seconds
Down goes back 1 minute

Look at the command line during your vid and pause and step to see where you want to start the video, and where you want to end it.

>> No.1531734
File: 2.72 MB, 640x360, virtua racing 3.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1531825

Can someone please make some more Wario Land ones?

>> No.1532335
File: 2.13 MB, 160x144, WarioLandIIBoss.webm [View same] [iqdb] [saucenao] [google] [report]

Like this?

>> No.1533543

Never gonna believe this.

>> No.1533683
File: 1018 KB, 352x240, 20140410-034357.webm [View same] [iqdb] [saucenao] [google] [report]

Well, I tried.

>> No.1533743

You're allowed to believe whatever the fuck you want. Doesn't mean you're not wrong.

The SMW segment starts at 44:55 but the whole video is worth watching: https://www.youtube.com/watch?v=Lrb185I4rpk

>> No.1533749

>Loads extremely fast
>60fps possible
>Short and to the point, if used correctly
>We're sorry, but this videos is not available in your country

>> No.1534063
File: 2.57 MB, 320x240, TIME CRISIS ATTRACT MODE.webm [View same] [iqdb] [saucenao] [google] [report]

First try

>> No.1534103

>find glitches that lets you write any value to RAM
>set the program counter to your program that you wrote with another glitch

>> No.1534115

Don't forget this.

>Uploader has disabled embedding

>> No.1534132
File: 2.88 MB, 400x300, TC RANDOM.webm [View same] [iqdb] [saucenao] [google] [report]

I can't make this look less shitty

>> No.1534162
File: 2.85 MB, 588x430, smash-vs-9-falcon-q56.webm [View same] [iqdb] [saucenao] [google] [report]

C. Falcon raped me. :< Damn LV9 C.Falcon is hard.

>> No.1534181
File: 2.93 MB, 588x430, smash-cf-win.webm [View same] [iqdb] [saucenao] [google] [report]

Now I'm starting to get my groove on.

>> No.1534279
File: 2.91 MB, 640x480, SFZ2.webm [View same] [iqdb] [saucenao] [google] [report]

Well, I give up. I can't make those look good

>> No.1534297

Looks like you just suck.

>> No.1534505

eat a dick.

>> No.1535273

You should use other moves than just smash. Sure, they are overpowerred, but when used right, bombs, rockets, grappling hook, and especially charge shot can fuck some shit up.

>> No.1535507

Oh god, the chime took over my internal monologue

>> No.1535560
File: 2.86 MB, 320x240, hydrothunder.webm [View same] [iqdb] [saucenao] [google] [report]

Hydro Thunder run

>> No.1535709

yo wheres my dreamcast startup at /vr/?

>> No.1535719
File: 2.53 MB, 320x200, duke2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1536090
File: 2.71 MB, 480x360, Secret of Evermore commercial.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1536114
File: 2.78 MB, 640x480, Secret of Mana Commercial.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1536137

weird that the webm makes everything sorta dark & jagged looking in this one, like looking through a window screen

>> No.1536138
File: 2.96 MB, 360x324, ppc.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1536146

I believe he's using one of those filters everybody loves to argue about so much

>> No.1536164

Evermore is best Square.
Fuck Da H8rs

>> No.1536175


That is correct, good sir. It's all in the bytes, specifically a sequence that goes:

0x21 + 0xF9 + 0x04 + a fourth byte that follows (could be anything)

That value * 10 = milliseconds at which 1 frame from the gif elapses.

>> No.1536181

mah cracka!

>> No.1536207
File: 49 KB, 518x110, tiers r 4 queers.png [View same] [iqdb] [saucenao] [google] [report]


Also Samus is the worst character in Smash 64. That doesn't mean you can't be good with her, but comp-wise, she has no good matchups at all.

>> No.1536829

What does this chart even indicate

>> No.1536836

I'm assuming the red is worst matchups, with orange being bad matchups, with yellow being decent matchups.

Or something to that effect. Don't post graphs and charts without the key!

>> No.1537926

>bald face lie

might want to swap that A to an O friend

>> No.1537954


>> No.1539605
File: 2.86 MB, 256x224, kirbyTAS.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1539842
File: 2.86 MB, 405x536, DoDonPachi1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1540072

You should note that ih and iw work for video scale and you can also use them for division multiplication. iw*2:-1 or -1:ih*2 makes it twice the size, to aspect, iw/2:-1 makes it half the size and so fourth. If you want to take a 320x200 and make it 320x240 you could do iw:ih*1.2 Or iw*2:ih*1.2*2 for 640x480

>> No.1540746

Gifs can't do 60fps, AND they can only do 500 frames, that's why I use webm's even for sprite stuff

>> No.1540796

>they can only do 500 frames
This is quite false, I'm not sure how you got this notion.

>> No.1540876

In the program I use to make gifs it caps at 500 frames.

>> No.1540881

What program? Anyway it's not true, I don't think GIF has any sort of frame limit. The files just get really, really big when you have that many.

>> No.1540886


>> No.1540890

Wow, that's surprising. I wonder why it does that. GIMP and Virtualdub don't have any such problem making 500+ frame GIFs.

>> No.1540904
File: 1.38 MB, 256x224, 1397369787058.gif [View same] [iqdb] [saucenao] [google] [report]

I can't get GIMP to import video.

Don't know what virtual dub is.

In photoshop I can set the fps to 50 and keep the same speed, like this
and it looks pretty smooth, but it's not as smooth as 60

>> No.1540908

>computer-player based tiering
means absolutely nothing

Computers aren't smart
they can't utilize a character correctly for any situation

>> No.1540909

Virtualdub is an AVI editing tool that I find useful for dumping to GIF before fine tuning them in GIMP because it applies a nice automatic color indexing scheme.

>> No.1540912

this one might be 30fps
I'm not sure

>> No.1540916
File: 1.27 MB, 256x224, cut down in GIMP.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah that's 30fps.

I'm also surprised I was able to make this smaller. Photoship usually has a superior size-reducing data cutting algorithm for GIF.

>> No.1540949
File: 1.59 MB, 256x224, BrowserPreview-7 copy.gif [View same] [iqdb] [saucenao] [google] [report]

I think I have a 50 one somewhere...
fireworks says each frame is 2 hundredths
so that's 50fps

>> No.1540960

you know this looks exactly like the kind of thing I've been looking for

>> No.1540971

Oh yeah, Virtualdub is also useful for getting nonstandard frame rates (i.e., not 50, 33, 25, 20, etc.) in GIFs because it'll apply the proper frame display alternation automatically. GIMP can't do that (that I'm aware of) though Photoshop might.

>> No.1540973
File: 2.99 MB, 240x320, ddonpach.webm [View same] [iqdb] [saucenao] [google] [report]

You could at least make it of something impressive anon.~
Oh god this looks just like a really shitty youtube encode.

>no boat hopping
shamefur dispray

>> No.1540980

Now this is the sort of thing that I'm almost certain would make for a smaller file and a better viewing experience with GIF. There's nothing to be gained from using WebM for an animation with that few colors and that small a resolution except compression noise.

>> No.1541117
File: 71 KB, 584x483, 1394320522089.jpg [View same] [iqdb] [saucenao] [google] [report]

For what purpose

>> No.1541482
File: 2.13 MB, 320x240, Tempo and Katy.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.1541486
File: 1.87 MB, 384x336, donut plains 1.webm [View same] [iqdb] [saucenao] [google] [report]

>playing for score

I'm more of a time attack person myself.

>> No.1541495

A little late, but how's the 3ds version of this? Is it worth a buy or should I just emulate?

>> No.1541496


>> No.1541506

What game is this?

>> No.1541520

What is this from? I get that it's some kind of Konami Arcade Game?

>> No.1541525

nigger you're on crack, there's no way you could make a 60fps gif that long under 3MB, much less 2.13MB

>> No.1541547
File: 38 KB, 344x599, 1397404530125.jpg [View same] [iqdb] [saucenao] [google] [report]

Tempo. He makes it funky.


>> No.1541553

You do not understand how GIF works. Little of that video is actually animated and the vast majority of it can be efficiently recycled with transparency layers.

>> No.1541618
File: 1.67 MB, 160x144, 1397407146582.gif [View same] [iqdb] [saucenao] [google] [report]

And here's proof.

>> No.1541630



>> No.1541635

Hmm, that's running terribly slow for some reason actually. Probably the 10ms frames that Firefox is having trouble animating. Plays perfectly in GIMP at least.

>> No.1541656
File: 1.47 MB, 160x144, 1397408678368.gif [View same] [iqdb] [saucenao] [google] [report]

Reduction to 50 fps makes it run perfectly in Firefox. Not really a downgrade anyway either because while the Game Boy -outputs- at ~60 fps it actually animates closer to 45 fps.

>> No.1542151

>it actually animates closer to 45

>> No.1542318

I used to like Webm, but now every thread turns into "HURRFRRR LOOK AT WHAT UR GAMES COULD BE CONSOLE PESENTS PC MASTER RACE 4 LIFE!!!!!"

I cant be the only one who could give a shit if a game runs at 30 or 60fps.

>> No.1543254

>could give a shit
it's CAN'T. CAN'T give a shit.

>> No.1544548
File: 2.86 MB, 512x448, sizzle.webm [View same] [iqdb] [saucenao] [google] [report]

I could do this all day long!

>> No.1544737
File: 2.86 MB, 320x224, sanic.webm [View same] [iqdb] [saucenao] [google] [report]

I tired but it seems to be bit laggy/jerky, input .avi is smooth so what Im doing wrong here?

>ffmpeg.exe -i input.avi -b:v 900K -fs 3M -an sanic.webm

>> No.1544761

This is another example of an animation that would most likely work better with GIF.

>> No.1544813
File: 1.85 MB, 1024x768, rocket.webm [View same] [iqdb] [saucenao] [google] [report]

Not Actual: Silver

>> No.1544814
File: 635 KB, 320x244, hurr.webm [View same] [iqdb] [saucenao] [google] [report]

Da ooooooze

>> No.1544820

What game is this?

>> No.1544823

The Ooze on Genesis

>> No.1544827

Thanks. Will check it out. Looks disgusting.

>> No.1544830

A GIF this big and long would be at least 20 mb.

>> No.1544842
File: 1011 KB, 320x244, notatdisney.webm [View same] [iqdb] [saucenao] [google] [report]

I had no idea what I was doing.

>> No.1544857

You have no idea what you're talking about.

>> No.1544875
File: 2.77 MB, 320x240, Lunar2.gif [View same] [iqdb] [saucenao] [google] [report]

Seriously. Pixel artwork never makes for a large gif as long as you know what you're doing and don't compress anything.

Like, this is over a minute and a half long and it's not even 3 megs.

>> No.1544879
File: 843 KB, 1024x768, we are safe door is locked.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1544883

That is a sweet gif, bro. How did you do that? Spell it out for us retards.

Gang rape in progress.

>> No.1544956

I guess I take this one back--preliminary testing makes it come out to around ~6 MB.

>> No.1545004

based grab

>> No.1545039

>>computer-player based tiering
thats not what that pic is showing
i don't think anything like that even exosts

>> No.1545061

That poor Nali rabbit.

>> No.1545234
File: 2.38 MB, 112x76, Sonic CD.gif.gif [View same] [iqdb] [saucenao] [google] [report]

It used to be a painstaking process of individually snapping each frame and then putting them all together in Flash, but nowadays I just use Gifcam; hell of a lot easier. Setting that up is kind of a pain, though. It's always off by 8 pixels and you have to kind of trial and error your way before getting the alignment perfect.

>> No.1545278

The 3DS game is good. Until you complete one ending, you have to select each level individually though. After that, you can play a "Survival mode" which is just like the first two. It's not really all that different otherwise, so you can either buy it or just emulate one of the others.

>> No.1545279


>> No.1545286

I've never made it past the first bridge without getting hit.

20+ years of failure has beckoned me to an early grave. Thank you for showing me the futility of living, anon.

>> No.1545295

The music and sound effects are unavoidable.

>> No.1545302

Oh go on then and convert it to a GIF and show me how wrong I am

>tiny palette, like 10 colors max at a given time
>many almost identical frames, some completely identical

>265 colors
>not a single identical frame
>4 times as big

>> No.1545323

>not a single identical frame
Well now that's just not true at all. I cut out several hundred when experimenting with a similar example.

>> No.1545325

>Oh go on then and convert it to a GIF and show me how wrong I am
And that's kind of hard without the source, faglord.

>> No.1545337
File: 177 KB, 1688x1058, crashavs.jpg [View same] [iqdb] [saucenao] [google] [report]

Many thanks for this, was able to setup AvsPmod to work with ffmpeg in it's CLI encoder menu and made a WebM preset for it.

>> No.1545352

You have the webm right there. convert it.

>> No.1545382

The webm has compression artifacts, resulting in more colors and a bigger file size.

>> No.1545413 [DELETED] 

You don't understand. WebM is a lossy format. The way that GIF saves space, and why it works so well with 2D games, is that it cuts out whatever doesn't change between frames. This is why you need the source video to make good GIFs because lossy video compression schemes such as WebM end up changes all sorts of pixels between frames, even when there didn't, severely reducing GIF's ability to cut out unnecessary information.

>> No.1545416

You don't understand. WebM is a lossy format. The way that GIF saves space, and why it works so well with 2D games, is that it cuts out whatever doesn't change between frames. This is why you need the raw source video to make good GIFs because lossy video compression schemes such as WebM end up changing all sorts of pixels between individual frames with their compression algorithms, severely reducing GIF's ability to cut out repeat information.

>> No.1545472

It's not really supported in libvpx yet, either. You can make "lossless" video but there's still chroma subsampling. The VP9 format supports video without chroma subsampling, but there isn't any software to encode video that way yet.

>> No.1545486

There sure are a lot of children on the Internet these days.

>> No.1545559
File: 2.76 MB, 512x448, sizzle2.webm [View same] [iqdb] [saucenao] [google] [report]

blahblahblah stop arguing faggots yes GIF works but not if you're limited to 3mb.

uncompressed gif: http://a.pomf.se/onovgi.gif

>> No.1545631

So could you just farm those mutants for mans until you got sick of it or what?

>> No.1545632

There's no reason for the resolution to be that big you know. It should be 256x224, which is what Contra III is actually drawn at, and would probably get it around 4 MB.

>> No.1545659
File: 312 KB, 32x28, Untitled.gif [View same] [iqdb] [saucenao] [google] [report]

>watching gifs for ants

>> No.1545667
File: 3.00 MB, 256x224, Contra3.gif.gif [View same] [iqdb] [saucenao] [google] [report]

>stop arguing faggots yes GIF works but not if you're limited to 3mb.

I guess

>> No.1545673

You do realize a 256x224 image resized to 512x448 is...exactly the same as viewing a 256x224 image zoomed in to 512x448, right? If native resolution bugs you so much there's always ctrl+scroll wheel.

>> No.1545736
File: 2.99 MB, 256x224, short.gif [View same] [iqdb] [saucenao] [google] [report]


color me unimpressed

>> No.1546112

It's lossy, while GIFs are lossless. Depends what you mean by "better".

>> No.1546114

Have you never used licecap or gifcam?

>> No.1546145

GIFs are lossy, because they only support 256 colors, and they are incapable of displaying 60fps.

>> No.1546153

I don't think that's true. I believe they support higher color depth, but you're right about the framerate. However, it's noteworthy that webms contain artifacts and gifs don't, which is especially important on a board about retro games featuring "pixel art".

>> No.1546185

GIFs can only support up to 256, that's why it's always the max amount of colors you can have when saving it in Photoshop or something. However GIFs are compressed using the lossless LZW compression so they are considered lossless.

And I suppose with the right configuration, one could encode a WebM VP8 video with very minimal artifacts though they would still be there.

>> No.1546197


>> No.1546267

Where do you get more than 256 colors on /vr/?
PC Engine could do 482 but most were 256 or lower.

>> No.1546479

What game is this?

>> No.1546480

Dodonpachi, Anon.

>> No.1546482

Lol im on my phone so file names don't show up. thanks tho.

>> No.1546489

What is this? A Gif for ants?

>> No.1546513

As an NTSC native, playing PAL games makes me feel as though I'm some sort of god-like figure that moves and processes information faster than the world around me; makes playing shit like Probotector and The Wily Wars a breeze compared to Contra and the original Mega Man titles (ofc I then discovered I can chet and play Wily Wars NTSC style anyway, so w/e)

How did you PALadins live with the slower play?

>> No.1546521

>How did you PALadins live with the slower play?

We emulate, and sell our remaining PAL stuff to import.

PAL collectors and players make me laugh. They pretend to be "hardcore retro games" who know their shit but spent hundreds and hundreds of euros to collect unplayable shit like that.
What's even more ridiculous is when they claim 'authenticity' is better than emulation. Ah. There is nothing 'authentic' about playing games at 20% lower speed than they were meant with a fucked up aspect ratio. If they had any kind of standard they would have got rid of their bad PAL conversions long ago.

>> No.1546528

>How did you PALadins live with the slower play?
Never bothered me as a child nor does it bother me as an adult.
What i grew up with and what i know today.

Doesn't bother me one bit.

>> No.1546536

Two sides, both of which I can see sensibilities in. On one hand, PAL did have aspects about it that were quite different from the entire rest of the world, such that one might argue it is apart from the standard, which can be underwhelming to some. I didn't notice the aspect ratio what with emulating, but (and I'm not trying to sound like I'm a badass or anything when it comes to gaming) the slower play made the games I played (such as TMNT Hyperstone and Wily Wars) super easy; as an example, I was able to handle the Yellow Devil the first time through, despite STILL not having done so on the original title.

That said, on the other hand, I suppose when one thinks on it, it really isn't 'slower' if it is what you were exposed to in your environment; if anything, NTSC might just come off as 'faster'. If you're used to it then it plays normal for you; I wonder if PAL gamers generally feel they have an easier time with games as a result of the slower speed, or if perhaps in being used to taking games at such a pace find the same relative difficulties in playing, say, Battletoads or Probotector/Contra.

>> No.1546537

>no hammer time
>such speed


>> No.1546541

>how to make webm
>not a webm

So much lost potential.

>> No.1546543

>That said, on the other hand, I suppose when one thinks on it, it really isn't 'slower' if it is what you were exposed to in your environment; if anything, NTSC might just come off as 'faster'. If you're used to it then it plays normal for you; I wonder if PAL gamers generally feel they have an easier time with games as a result of the slower speed, or if perhaps in being used to taking games at such a pace find the same relative difficulties in playing, say, Battletoads or Probotector/Contra.

I'm >>1546528
In all honestly i haven't even noticed any difference.
I'm not a "hardcore retro gamer" as one anon put it so i guess i'm not the best example. I didnt remember every detail regarding speed or graphics as a child so i never saw much difference when coming back to the games as an adult. To me the games look and ran the same.

>> No.1546545

Ah. Trip. Anyone got any Splatterhouse showin-offs?

>> No.1546546

>if anything, NTSC might just come off as 'faster'.

No. It's the normal speed, how it was MEANT to be, how it was designed for; SOME games were converted at the right speed when developers actually cared (like SMB3) so there is really no excuse. And it's really not just a matter of difficulty, it's a matter of flow, of gameplay, of fun. Even the musics...

People who say it doesn't bother them or it doesn't make that much difference have no standar at all and I wish they used a name so I could filter them because, if that is their opinion on this subject I don't want to hear their opinion on anything else because they're obviously unable to judge and appreciate things.

I mean how the fuck is a fucked up aspect ratio and 20% slower speed is any acceptable; it's like, some movies come out on DVD with the wrong aspect ratio and that's unnaceptable but that concerns ONLY the aspect ratio; it's like somebody wrote and recorded a CD and it was released on a much slower tempo in another side of the world; and even then that is STILL not as bad as video games because while in games musics in a lot of cases are slower, that's without even mentionning gameplay, something entirely based on the twitch fast reaction between what's on screen and the player with a pre determined flow

>> No.1546547

>Waaa stop liking what i dont like
>Waaa how dare you disagree with my OPINION!!


You sound like a faggot shut up or take your own advice. Get a trip so people can filter you.

>> No.1546548

>People who say it doesn't bother them or it doesn't make that much difference have no standar at all
If it doesn't bother them why the fuck are you so upset to the point it bothers you?
Autistic much

>> No.1546551

potential unnecessary flame war aside...

so if they generally could be made to run right, why weren't they? seems dum; maybe all the work involved?

>> No.1546552

It hurts to realize your experience of things is so low you can't even recognize the difference between one thing and the same thing at 20% slower speed; and to realize you've been spending 20 years and thousands of € on inferior versions of games, doesn't it?

>> No.1546564

>There are people that didn't experience things the way I did and they don't even care. Such horrible people!!!!
I used to think like this when I was 16.

You probably should have grown out of this by now. I know I did. It looks crazy.

>> No.1546569

Jesus christ..

Get over yourself.

>There are people that didn't experience things the way I did and they don't even care. Such horrible people!!!!
>I used to think like this when I was 16.

>> No.1546570

You're trying to turn this into a matter of opinion, while it's not. It's not a matter of experiencing things "the way i did", this is not a discussion about filters and CRT, it's a matter of experiencing things the way they were designed for, a matter of facts.
People made games to be played a certain speed. Fact. You're playing them at a 20% lower speed. Fact. You claim that doesn't make a difference or that it's a matter of opinion. The worst in that, is that the reason you're palying them at 20% slower speed is because you refuse to play on emulation (otherwise you WOULD be playing the real version); and if you're playing on real hardware chances are it's because you think that's "how they are meant to be played", for authenticity; and if you're on this board you probably consider yourself a purist too. Do you at least realize the irony of this?! 'Authenticity' of 20% slower speed?!



>> No.1546578

>How did you PALadins live with the slower play?
Once you get used to it you dont even notice it runs slower, on dreamcast/gen6 and afterwards it doesnt matter since most games has option for 60hz, some even doesnt have 50hz mode anyway. And then handhelds and PC rans at same speed everywhere.

>> No.1546590

>once you get used to eating shit you don't even notice anymore it tastes like shit

>> No.1546595

Anon look, I'm not even the guy you were even originally talking to. I'm just saying that there's no point in arguing with people on how they should have experienced something. We can't go back and change the way stuff happened. There's no use being hung up over other people's entertainment experience. Okay? Most of them were probably kids when their parents bought that stuff. Those are their memories, not yours.

I know all about the 50hz/60hz thing. It's not fair seeing that things weren't exactly equal across the continents but do you honestly think there are other people this bent out of shape about "accidentally" playing Sonic at 50hz as a kid and not 60hz like it was originally designed? Do you think they would change things around just to achieve this supposed standard you're imposing?

According to you a bunch of people played a game wrong. There's nothing to be gained thinking this way or anyway for that matter because you're not swaying anyone anytime soon.

>Do you at least realize the irony of this?! 'Authenticity' of 20% slower speed?!
Yeah I do. Unfortunately for you nobody in the thread claimed that.

>> No.1546602
File: 86 KB, 500x628, 1387407756704.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.1546613

>20% slower speed
You fail at math. 60 Hz is 20% faster than 50 Hz but 50 Hz is only 16.6...% slower than 60 Hz.

>> No.1546618

I'm criticizing doing the liberate choice nowadays while being well aware of it.

>B-b-but we're only 3% less wrong!

>> No.1546620

So you're criticizing people who grew up with 50hz are still playing with 50hz? Fuck them and go live your life son.

What is this fagshit??

>> No.1546624

3.6.% is almost 20% of 20%. If you care about the difference in speed you should care about the difference in percentages.

>> No.1546625

This is a neat program, shame it doesn't let me capture faster than 33 fps though. Thanks for mentioning it, I've been wondering if there was an easy screen-to-GIF capture program for a while now.

Although it seems to run out of space easily and then starts up this obnoxious error cascade that can only be closed with Task Manager, in Windows XP.

>> No.1546631

Hmm, actually this program is severely limited in its frame rate capture choices, I guess it's really only good for making simple demonstrations.

>> No.1546680
File: 29 KB, 500x390, Super-Famicom-Japan.jpg [View same] [iqdb] [saucenao] [google] [report]

>bitches about authenticity
>plays translated/localized japanese games, oftentimes censored or gimped, on some american grey/purple shoebox

>> No.1546681

I knew about the difference in PAL display frame rate, but did PAL games seriously actually play slower? That's so awful, I'm sorry Eurofriends.

>> No.1546682

But my NTSC games are pure. My games are just as authentic as those jap games and play exactly how the devs intended them to be played.

>> No.1546740
File: 3.00 MB, 932x808, trainz.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.1546816
File: 2.82 MB, 932x808, trainz.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.1546881

this literally looks like the worst game ever made

>> No.1546897


Some did, some did not. Things generally got better with each console generation. And this is not something you have to go around simply imagining what it may have been like. Just download a PAL ROM and boot it up in your emulator of choice and see for yourself if it suffers from any PAL conversion issues.

>> No.1546908

How did this work with home computers with TV output?
I can't find any floppy or tape images divided by region and stuff like Bard's Tale doesn't seem different than what I remember.

>> No.1546930


My guess would be that any computer with decent TV output would allow you to choose whether to output an NTSC or PAL signal. I also don't think any decently programmed PC game would have any issues at running on a variety of refresh rates either so there ought to be no difference there.

>> No.1546972


>> No.1547061
File: 2.86 MB, 640x480, rally.webm [View same] [iqdb] [saucenao] [google] [report]

god knows how this has turned out

>> No.1547125


This is so fucking hardcore
>fuck captcha

>> No.1547137

Would have made a great Virtual Boy 2 game.

>> No.1547573

but in fact, it's the most fun game the famicom gave birth

I used a translated version just to know what's going on. The mechanics are exquisite.

>> No.1547657

Is dat some vinesauce corruptions mo fucker ?

>> No.1548960

yet look at how large your file size is for about 4 seconds of movement.

>> No.1548969
File: 2.92 MB, 720x480, Side Arms.webm [View same] [iqdb] [saucenao] [google] [report]

cheap capture device + compressing don't do kindly to the output.

>> No.1548989

At least it looks great.

>> No.1549002

the motion is what makes it not look so bad, it's only real boon is it is almost 2 minutes long while still being viewable

>> No.1549024
File: 2.90 MB, 352x240, Donkey Kong 94.webm [View same] [iqdb] [saucenao] [google] [report]

tried to make another super long one.

>> No.1549050
File: 2.90 MB, 720x480, Ys book 1 & 2.webm [View same] [iqdb] [saucenao] [google] [report]

made another, looking to see what /vr/ related recordings i have left. didn't think to record the early stuff when i used to stream regularly.

>> No.1549071
File: 2.81 MB, 352x240, Android Assault.webm [View same] [iqdb] [saucenao] [google] [report]

always found it weird how it suddenly gets better animation halfway through on this cutscene

>> No.1549081

Been trying to find a good program to capture the screen at 60fps but have been failing hard. What do you guys use?

>> No.1549084
File: 2.90 MB, 352x240, Castlevania Bloodlines.webm [View same] [iqdb] [saucenao] [google] [report]

one more for good measure.

>> No.1549090

Emulators build-in recorder or dxtory

>> No.1549094
File: 2.81 MB, 852x480, Dark souls 2 Loot pinata.webm [View same] [iqdb] [saucenao] [google] [report]

i just use hardware capture devices, i think it only records at 30fps but not like the xbox 360 would be outputting any higher than that anyway.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.