Hi,

On Thursday 21 December 2006 13:29, Chris Wilkinson wrote:
> Hi there,
>
> If anyone on the list wants to make fgfs movies for youtube
> or similar you might be interested in the latest svn code
> for ffmpeg. It now includes a new video device - x11grab.
> That grabs direct from Xorg/Xfree, as the name suggests,
> and can encode into any format ffmpeg encodes to in real-
> time. Previously software like vnc2swf and the like were
> too much of a hit on the CPU, but ffmpeg is much much more
> efficient than those. I've also tried istanbul and another
> capture software called recordMyDesktop, but both those
> hit the CPU too much for the capture to be smooth.
>
> I just tested a PAL resolution capture of an fgfs session,
> running fgfs at the same PAL resolution with visual quality
> up to the max...on a 2GHz Athlon64 3000+, with a 256MB
> NV6800GS the capture is nearly flawless, with only a small
> hit to the normal framerate in fgfs...very nice!
>
> When I'm satisfied my scenery looks good enough I'll get a
> youtube account and throw some fgfs videos up... :-)

The grabbing is not the biggest problem, it is more hat you need reliably this 
29 fps for NSTC and 25 fps for PAL videos. 
Grabbing frames is easy with osg and works independent of the architecture.
On win32 you have an api that allows using the encoders installed on the 
system. On other platforms it is possible to use ffmpeg/mencoder in a pipe to 
do such videos. What you need to do is to convert that to yuv before you push 
the frames into the pipe. With todays multicore cpu's we get a better chance 
to do that almost on the fly ...

That will at least solve the problem that we then can do videos, but
as told, the biggest problem with *smooth* videos is to do pictures for the 
correct time slots ...
To do that right, I believe we will need to be able to do a complete replay, 
then we can render frames that match the apropriate time slots for the video. 
If you do that different You will notice a slight jitter because of 
that /wrong/ frames.

The multiplayer interpolation stuff suffers from the same problems. The 
current multiplayer appearance is not perfect but what we have here tries to 
do smooth movements for the *correct* timeslots as good as I could do that 
within the given time ...

    Greetings

           Mathias

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