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Video Playback
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Enter the missing letter in: "Int?rnational"
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[quote][b][/b] wrote: [quote][b][/b] wrote: Well, with my scene the game would drop to 15 frames a second after a video would play. then after it finishes, it'd go back to 60. I'll be starting over in CC5 since I like the lighting model on that one more, and maybe the FPS won't suffer so damn much there![/quote] But that makes sense. As someone who shoots and edits video professionally, it can be very computationally expensive. Depending on the need, I would say that if you are covering a TV, let's say, then create the video at 320x240 and at a very low bitrate so it has a very small file size. More than likely, you are having a lot of buffering as the video plays (remember, 30 frames per second is video - that's 30 pictures per second playing) Length is also an issue. It would be better to have a 30 second clip looping than have a long video. Even 10 seconds would work as a loop. Again, 30 times 60 equals how many pictures PER MINUTE is being played. If it's a cutscene, then either use the engine instead of video or stop the game and play the video full screen. Believe it or not, it's actually easier for the computer to display the video full screen than to shove it onto a side of a 3D asset as a video texture. If you must have it full screen, then render the video at 1920x1080 (1080p) or 1280x720 (720p) and a low bitrate. The SMALLER the file size, the better it will be for the engine. If the video will be effected (like digital noise or as a CCTV camera with scan lines) then you can get away with DVD resolution of 720x480 at a VERY LOW bitrate. Mike[/quote]
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