Dark Clan Forum

Welcome, Guest. Please login or register.

Login with username, password and session length
Pages: 1 2 [3] 4 5 ... 10
 21 
 on: Sun 06.08.2023 10:40:53 
Started by VegasKill - Last post by VegasKill
Maybe Epic makes UT3 free to play and updates it in a way to keep the existing custom content mostly working.

 22 
 on: Sat 05.08.2023 22:26:44 
Started by VegasKill - Last post by Berserker_BG
Seems like Epic changed the steam page and removed the "X" from UT3X.




I think Epic silently cancelled their plans to make this free to play. This is unforgivable, sad times.

 23 
 on: Sat 05.08.2023 22:15:59 
Started by Berserker_BG - Last post by Berserker_BG
The Deck example video is recorded on 436, but the behavior is the same on other patches.

I can't find options to limit the FPS rate in the config files either.

If I recall correctly, if you use default UT99 renderers, then I believe you won't be able to control or limit your FPS. Try using the updated D3D9 or OpenGL renderers for 436 (they should also work for 451). https://www.unreal4fun.net/joomla/index.php/downloads/download/14-ut-updates-unofficial/48-enhanced-d3d9-renderer-for-unreal-tournament

To change FPS in-game, you can type "preferences" in the UT console. Then go to Rendering -> Direct3D9 Support -> FrameRateLimit. if you have VSync, then your FPS limit will be most likely controlled by your GPU, try setting that off.

Probably the easiest solution to the problem would be to limit the FPS rate. Do you expect a practical benefit in recording at 100+ FPS?
Yes, I have done numerous tests and compared a lot. I have also discussed this with other people on Discord. But, to answer your question, here is why setting your game FPS higher is beneficial:

1. If you limit your game FPS to 60 and record a video at 60 FPS as well, you will see how player models and projectiles start "skipping" frames. The RypelCam Camera path is nice and smooth, while players and projectiles are warping.
Here is a video example of what this looks like, this demo is from online play on a 60 tickrate server:

Another thing to add - if players are touching or sliding on walls with 60 FPS, they will start getting stuck on walls and skip 1 or 2 frames when they collide with the walls. I figured out that if you make your Game FPS higher, these issues are gone. I can set my Game FPS to 144 or higher and record a video at 60 FPS without player stuttering issues.

2. Recording a video with higher framerate will give you better slow motion results than using slomo in Demo Manager. Using slomo with Demo Manager is easier to work with, however, sometimes the results are not really that great. There are very small micro stutters to the players and sometimes there are other nasty issues. This is of course situational to the demo you're playing, but having the alternative to record at really high FPS is a good solution to some of my problems and I use it often.

3. Editing videos with high FPS is better. This is also situational, but let's imagine this scenario - your Video Editing Project is capped at 60 FPS and you start working with videos that are recorded at 140 or 200 FPS. The benefit of this is that you can slow down a section of your recording at any time inside your editing software of choice. This is an alternative method compared to recording with slomo in Demo Manager. Sometimes you are not sure which section you would want to record with slomo, so as an alternative, you start laying down your high FPS recordings in the editing software, which will allow you to work with slow motion adjustments better, that's why I think this is a good point as well.

4. If you want to have a proper demo playback using Frame Based playback in Demo Manager, then you need to match the demo FPS with your own game FPS. This means if the demo is recorded at 240 FPS, then to properly play it back you also need to set your Game FPS to 240. Most people in 2023 play and record demos at even higher FPS, there are already 360hz Monitors on the market. You might be also wondering why I would use Frame Based playback at all instead of Time Based. Well, I have confirmed that some demos play much better in Frame Based than Time Based. If I find playback issues with Time Based, I switch to Frame Based as an alternative and I try to compare them to see if its better. Here is the same shot I showed you earlier, but this time with Frame Based Playback:

Check out how much smoother Frame Based Playback is for this specific demo. This demo was recorded at 144 FPS, so I also had match this FPS with my game to play it back properly.

You could also use a timed path, where the camera speed is adjusted automatically and shouldn't have FPS related problems. Though it is not that easy to get the timing right to create a camera with constant speed with timed path.
Yes, exactly. Getting smooth consistent speed with timed path is a challenge. I'm not sure if there is even any smooth interpolation between flags when using timed path, the camera movement feels very sudden and snappy. Timed path in general is a hassle to work with, you can use timed path once per 1 demo playback. I can't play timed path twice by going back at the beginning of demo with seekto, I am forced to play the demo again trough Demo Manager and repeat. Working with it is hard, especially when you want to make adjustments and you keep reloading the demo over and over each time you play timed path.

 24 
 on: Sat 05.08.2023 13:20:11 
Started by Berserker_BG - Last post by VegasKill
Camera Speed is FPS dependent.
Yes, and it is based on a timer function as well, so using slowmotion can cause the camera movement to stutter, similar to the early UT3 RCam release.
Maybe I'd need to update UT99, I just use the several years old version 451 from a backup drive, where I can't find options to limit the FPS rate in the config files either.

From the changelist to a newer UT99 version: "Fixed an issue where the game would speed up dramatically when rendering more than 200 frames per second."

If you have a RypelCam path and you play a demo with 60fps, camera moving speed will be normal.
Probably the easiest solution to the problem would be to limit the FPS rate. Do you expect a practical benefit in recording at 100+ FPS?

You could also use a timed path, where the camera speed is adjusted automatically and shouldn't have FPS related problems. Though it is not that easy to get the timing right to create a camera with constant speed with timed path.

Camera speed controls like "Cam.softlyslower" and "Cam.softlyquicker" also speeds up too much if FPS is higher, personally this is my biggest issue, if you record with high FPS, these camera speed controls are no longer "soft" and become way too fast to work with.
The values are hard coded to speed changes of +/- 20% for "Cam.softlyfaster" and +/- 1 for "Cam.faster".

Increasing the camera speed once will change the start value of "3" it to 3.6 or 4 respectively.
Very soon any speed increase will happen in way smaller steps using "Cam.faster" instead of the +20% that are added with "Cam.softlyfaster". This is maybe only relevant if you need to increase the camera speed several steps, though.
If you require a "Cam.faster" with a lower % change (or custom adjustable values), RCam needs to be recompiled.

 25 
 on: Fri 04.08.2023 16:52:02 
Started by Berserker_BG - Last post by Berserker_BG
Camera Speed is FPS dependent.

If you have a RypelCam path and you play a demo with 60fps, camera moving speed will be normal. However, if you change your FPS to something higher like 144 or 300, the camera speed becomes way too fast. I've noticed camera speed fluctuating when there are frame drops in demos, the camera becomes slow when there are frame drops and then it suddenly goes fast when FPS stabilizes. Camera speed controls like "Cam.softlyslower" and "Cam.softlyquicker" also speeds up too much if FPS is higher, personally this is my biggest issue, if you record with high FPS, these camera speed controls are no longer "soft" and become way too fast to work with.


Here is a quick example to reproduce this issue:


This example video is without a timed path. You can see how the camera speed changes when I change my FPS from 30 to 300.

 26 
 on: Sat 15.07.2023 11:52:59 
Started by Berserker_BG - Last post by VegasKill
Great! Good luck then!

 27 
 on: Sat 15.07.2023 00:14:49 
Started by Berserker_BG - Last post by Berserker_BG
What version of UT99 are you running?
I can't replicate that bug on UT99 v451.

Yes, the issue was definitely on my end. Sorry about that, we can close the thread.

 28 
 on: Fri 14.07.2023 23:11:15 
Started by Berserker_BG - Last post by VegasKill
What version of UT99 are you running?
I can't replicate that bug on UT99 v451.

 29 
 on: Fri 14.07.2023 14:42:42 
Started by Berserker_BG - Last post by Berserker_BG
First of all, thank you for updating RypelCam!

The new RypelCam 1.3 will not generate RypelCam.ini when you set "save_all_to_ini" to True.

If we compare it with the old RypelCam 1.2, when you create your camera path and set "save_all_to_ini" to True, it will generate a RypelCam.ini in System. This bug makes the new 1.3 version unusable for projects.

 30 
 on: Sat 07.01.2023 18:47:01 
Started by VegasKill - Last post by Bloody.Bender
Not sure if it was a mistake or if we'll really see it soon. They should put some new textures on and make it F2P. Even if the player spike would last only a month it would be worth it (for me at least, lol)

Pages: 1 2 [3] 4 5 ... 10
Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
© 2008-2024 | design by radarfox | webmaster VegasKill