Which leads you to wonder, how'd Bungie do it? Force the game not to skip frames, render a scripted sequence with frame dropping, and speed up the first one's video and stitch the audio and video together?
I think either
A) They have capture cards.
or
B) The shiny see through development kits have a few more pieces of hardware that help speed up and let it film laglessly.
The difference between how I am doing it vs. Bungie's way is a little different. My way is to directly capture the framebuffer to the hdd at an average of 22fps which requires no RAM. Since you need more RAM to capture vid using the XDK, it tells you that everything is done on the fly....meaning the image is read from the framebuffer and dumped into another temp buffer to be unswizzled and then dumped into a final buffer where the image is complete and ready to be cached to the hdd or sent out via LAN (which is even slower). Now while they may only use one temp buffer instead of two, reading from the framebuffer and deswizzling on the fly, that still takes a decent amount of processing power when its multiplied by the sheer volume of pictures you will be caputuring any given time. Therefore it is much better to just dump the raw data as I am doing, and use your computer to assemble video.
Last edited by xbox7887 on Sun Mar 26, 2006 12:56 pm, edited 1 time in total.
Well do the math...1.17 megs per pic, ~22fps, so 22*1.17 megs is 25.74mb/s. Say you have 4 gigs on your E drive cleared out for video. 4*1024/25.74=159 seconds....159/50 = 3 minutes of 640x480 fullscreen capture.
Each minute would require around 1500mb of storage.
Hmmm.. so i couldn't record my 2v2 20 minute mlg matches then? But couldn't you just store them on a different partition? there's plenty of room in my F:\ partition
Maybe there could be a 320x240 version of the trainer that saves video as 320x240 sized images to save space and FPS, or some resolution in between 320x240 and 640x480?
Agent ME wrote:Maybe there could be a 320x240 version of the trainer that saves video as 320x240 sized images to save space and FPS, or some resolution in between 320x240 and 640x480?
Or maybe record at 16bpp instead of 24bpp.
Doing that would decrease the framerate as the trainer would have to resize the image on the fly.
I mean instead of saving the whole frame buffer, just save every other pixel in the framebuffer. THe Xbox Movie Capture tool has that type of feature and it drastically increases the framerate.
And if your xbox has a debug BIOS running, and you have a recent version of the Microsoft Xbox SDK installed somewhere on your computer, you can simply doube-click deswizzle.bat, and it will automatically get the screencap.raw straight off of your xbox and do all the needed stuff until you get the image.bmp on your desktop!
Wouldn't that be kinda pointless if you're already in debug mode? Can't you just use XIG?
Not if you have a 1.6
Yeah you could just use XIG, but I like being able to do the "delayed screenshot".
And you can use XIG with a 1.6 xbox.
Well, I have XDI, XIG, and lets just say I have XDK, how exactly would I be able to load the Halo 2 maps and use XIG?
Snave, it wouldn't be good for recording while you're playing since it does lag a little, which is why I will add a counter to check how often it's executed so it's spaced out just enough not to lag. Then I can compensate for that by slowing down time to reach whatever framerate I wish. This will be only good for animations or small videos flying through levels.