Batman™: Arkham Knight

Batman™: Arkham Knight

View Stats:
Knight Jun 24, 2015 @ 5:56pm
[UNCONFIRMED] Chipmunkgate: Nvidia's sped up Arkham Knight video
Earlier this month, Nvidia released a video that shows AK running at a smooth 60fps at 1080p with every GameWorks setting turned on, a feat that is impossible to achieve in the retail release even with top tier GPUs. So how did they do it?

At around 24 seconds into the video, you can hear that the enemy voices are very noticeably chipmunk-ish. Other sounds (such as the crate smashing into an enemy) sound sped up as well. That's right, Nvidia managed to get 60fps footage by playing the game at half speed and then speeding up the video later, obviously forgetting to fix the audio. (EDIT: Probably not true, read the update below.) I guess that's easier than making a competent port!


https://www.youtube.com/watch?v=zsjmLNZtvxk (The helium voices are very noticeable 24 seconds in.)

Edit: It should be mentioned that the source of the video isn't known, it's possible that WB sent the video to Nvidia.

Edit 2: Another theory from someone on Reddit:

The video has not been sped up, the actual animation timings in the video are a complete match with the actual game running at 60fps.

What has most likely happened is that the engine was forced to write at a fixed frame rate, this framerate happened to be 60 frames per second, but it could easily have been a much higher frame count.

Now, this is a method that pretty much all big budget video game productions use for producing marketing material, as it comes with a lot of positives like:

- Lossless video
- Arbitary framerates and/or resolutions
- Consistient performance across the entire video

Now, this also often comes with a major issue in the form of broken or no audio output. So to fix the audio issue, you would often run the same scene two times, a high quality frame by frame rendering of the video and a low quality playback in order to capture the audio. A lot of things can go wrong here and glitchy audio running at a wrong sample rate could absolutely happen, or just good old human error.

What i think happened is the following: Someone at Nvidia, Rocksteady or a third party used the "benchmark" command in Unreal Engine 3 along with the dumpmovie command in order to get a video that runs at a completely stable 60fps. The issue is that they then also recorded audio at the same time, resulting in them having to resample the audio incorrectly.

Neogaf
Last edited by Knight; Jun 24, 2015 @ 5:56pm
< >
Showing 1-1 of 1 comments
RedLion7420 Jun 24, 2015 @ 5:59pm 
Yep, I posted something about. I waited for someone more knowlegeable to explain better. Thanks for the info. The "chipmunks" being females was ALL but a right answer.
< >
Showing 1-1 of 1 comments
Per page: 1530 50

Date Posted: Jun 24, 2015 @ 5:56pm
Posts: 1