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Nice video :)
Thanks for the compliment :-)
I am recording as I said all my videos with Shadowplay :) here is one of the latest testing some OSD/OC :)
https://www.youtube.com/watch?v=OHFgIy9LBxg
As you can see FPS is way higher than 60 ;)
The slo-mo sure adds to the enjoyability of watching the game back.
I didn't notice any youtube downgrading artifacts. Apparently they say they dont do it if you use VP9 8000kbps. I've never got them to not recompress my videos though. I uploaded Quake in both VP9 8MB and other formats and they always recompress to put artifacts & heavy blurring on background textures in. Maybe if you become a big name on youtube they open an option for less compression artifcacts maybe.
It sure runs very nice with a 12GB? VRAM Geforce 1080, it makes me wonder what the VRAM usage limit might be for this game.
Shadowplay is Nvidia only and caps out at 60fps*.
OBS will work but it takes a LOT of power. You would need a crazy CPU to get that high of an FPS recording without dropping frames.
* Edit: correction, Caps out at 60 for streaming..
https://us.battle.net/forums/en/overwatch/topic/20759315924
:)
Yep, thats the point I made originally, which the main reason why I moved away from it. Even if I was getting 200+ fps in game, it could only record at 60. Not good enough for what I wanted to do (slomo). The thread you linked to is almost full of people who don't understand why there is any benefit to recording at higher fps. Must be difficult for people to grasp
If you are doing like me just playing and recording, but not streaming at the same time, there is no problem to record at your highest possible FPS.
So problem will appear if you want to STREAM while playing, otherwise it is just OK ;)
https://forums.geforce.com/default/topic/998413/shadowplay-120-fps-recording-support-obs-already-does-it-with-nvenc-h265-/
b) Shadowplay records in variable framerate
c) Shadowplay cant record in higher bitrate than 130 mbit, but the NVEnc Encoder could.
d) Shadowplay just uses 130 mbit if you select 4k (it still records in your game resolution) but if you set it to 1080 it just uses 50 mbit and 1440 and it just uses 100 mbit, despite the slider being at 130.
e) Even at 130 mbit the street in project cars have artifacts at 2560x1600.
to summarize: Shadowplay is horrible.
_____
optimal youtube resolution is 3200x1800. There you get the encoding for 4k videos already (ID 315, check stat for nerds. at 1440p60 it says ID 308, at 3200x1800 you would get ID 315) You can upscale the video after the capture
15mbit instead of 10 mbit is a further improve (youtube gives you at ID 315 = 15mbit instead of 10 mbit at ID 308). The label will stay 1440p though. Dont wonder.
You can also check ID numbers and labels here:
http://www.h3xed.com/blogmedia/youtube-info.php
They certainly dont say that. And they ALWAYS do re-encode your video. Even livestreams are re-encoded to their h.264 variants before sending to the viewer. Thats why even there resolution is very important.
Ensure that your source video looks qualitywise the same like your game did with a buffer above to ensure a good re-encode by them
NVEnc @ CQP19 or x264 @ CRF 20 should it be at least
Dont upload just 8 mbit to youtube, that will fail any re-encode by them. 8mbit is very lossy to any game video not being tetris.
I see, could be that way. Still here is a quote of the link you gave:
"Also youtube nor twitch support 60+fps yet so kinda pointless unless you are doing slow-mo."
In your case with slow-mo seems you can benefit, true :) In my case, it is pointless.
Not pointless at all if you want higher quality ouput. Its analogous to resolution when it comes to editing. Even if my output is going to be 1080p, higher resolution source material gives me more editing options, not just zoom potential, it gives much greater accuracy and realism on virtually everything else I can do to the image. Similarly, higher frame rate source material doesn't only give you the opportunity for seamless slomo, it gives you more accuracy and realism in your editing in much the same way resolution does. In other words, It gives you headroom to do stuff.
In short, editing a lower FPS video would be similar in terms of limitations as editing a low resolution image.
Anyway, both problems look like they might soon belong in the past, as AI can somewhat successfully fill in the gaps in both fps and resolution already. I'm expecting AI driven upscaling and frame adding embedded in adobe applications within the next 2 years.
Are you saying that the quality is bad?
https://www.youtube.com/watch?v=CTdOQvQRnvc
No, not at all. I make quake videos in the same way you do and theyre great. But I'd still like to get my hands on some interesting high FPS video so I could play about with it in premier pro.
If you like video editing, and maybe you want to start taking it further, what I'm saying is that high FPS source material is as useful to editing as high res source material is. Its something you'd really appreciate working with as it gives you more options for creativity.