Why not just give us the option to use .ts output and leave the .mp4 output as default?
Oh and the 16:10 being squished to 16:9... that's fucking ridiculous and amateur.
UGH! This could have been so perfect.
I agree with you on all points but it's still betaSo nVIDIA fucked everyone using Windows 7 over because people using Windows Media Player couldn't play MPEG-TS container files consistantly? They switched to using the MP4 file sync which has file size limitations in Win7.
Why not just give us the option to use .ts output and leave the .mp4 output as default?
Oh and the 16:10 being squished to 16:9... that's fucking ridiculous and amateur.
UGH! This could have been so perfect.
It's in beta, and technically not even officially released yet, so it'll most likely improve over time.So nVIDIA fucked everyone using Windows 7 over because people using Windows Media Player couldn't play MPEG-TS container files consistantly? They switched to using the MP4 file sync which has file size limitations in Win7.
Why not just give us the option to use .ts output and leave the .mp4 output as default?
Oh and the 16:10 being squished to 16:9... that's fucking ridiculous and amateur.
UGH! This could have been so perfect.
Gimping products and features to support a nonsensical and irrational idea of user friendly experiences is Nvidia's M.O, even when said ideas actually serve only to complicate and muddy things even more. This is the same reason 3DTVPlay does not support SBS, TB, or Checkerboard, and why it will not pass 3D signals to devices that don't match their EDID whitelist even though your devices may support it (e.g. a lot 2D of AVR's will indeed do a straight pass through, but Nvidia actively blocks it). I would not hope or expect for this to be changed "out of Beta".So nVIDIA fucked everyone using Windows 7 over because people using Windows Media Player couldn't play MPEG-TS container files consistantly? They switched to using the MP4 file sync which has file size limitations in Win7.
Why not just give us the option to use .ts output and leave the .mp4 output as default?
Oh and the 16:10 being squished to 16:9... that's fucking ridiculous and amateur.
UGH! This could have been so perfect.
Get better internet :p.Testing out ShadowPlay now. Never tried to upload anything to Youtube until now. 12 min Crysis 3 session. Trying to upload the video to YouTube, and it says it's gonna take about 90 minutes. Is this the norm for these types of files or is there anything I can do to reduce the time?
How big is the file? Youtube generally upload fairly fast. I did a 1GB upload in around 7mins, but that was a 3min video. Guessing a 12min is quite big.
It's based off your upload speed. There isn't a norm.Testing out ShadowPlay now. Never tried to upload anything to Youtube until now. 12 min Crysis 3 session. Trying to upload the video to YouTube, and it says it's gonna take about 90 minutes. Is this the norm for these types of files or is there anything I can do to reduce the time?
Get better internet :p.
How big is the file? Youtube generally upload fairly fast. I did a 1GB upload in around 7mins, but that was a 3min video. Guessing a 12min is quite big.
That's what I figured. The file is 3.93GB.It's based off your upload speed. There isn't a norm.
79 more minutes to go lol
On this video I uploaded on the last page it took me a hour with my internet. I have 60 down and only 2 up right now but normally I have 28 down 3 up. Makes a big difference.Testing out ShadowPlay now. Never tried to upload anything to Youtube until now. 12 min Crysis 3 session. Trying to upload the video to YouTube, and it says it's gonna take about 90 minutes. Is this the norm for these types of files or is there anything I can do to reduce the time?
http://www.youtube.com/watch?v=IaWw4SnVv_E
Came in around 847MB for 3:29 of footage and thats after converting it to 30 fps since thats all Youtube plays anyway.
Its either this ISP or 3 down .75 up on the other option.
Yeah, particularly downsampling is huge.Add drivel level Ambient occlusion and frame limit, NVInspector, easy downsampling, frametime metering in SLI, GPU PhysX and cuda (JC2 water is awesome). Very difficult forget those features.
You really think that they won't fix the handling of non-16:9 aspect ratios in future (non-beta) releases?I would not hope or expect for this to be changed "out of Beta".
I had criticized PhysX alot, since his AGEIA origins.GPU PhysX and cuda (JC2 water is awesome).
With Mirror's Edge, IMHO, it started to be tweaked in a less 'bulky', more pleasant way and became more affordable by hardwares. Now it's one of the major reasons I'm happy with nVidia.
Here, BTW, a couple of video recorded with Shadow Play:
http://youtu.be/xTfzhmYaltk
http://youtu.be/OyNrj2lFQTk
Can't wait to use it in BF4!
I thought youtube would let me set a beginning and end time but guess it doesn't.
Do I upload this video? seems pretty big for only 3 minutes long.
Shit nevermind, I thought Sethos' links were to movie files lol. GG, thanks OP.
...downloaded it only to find out it is only for GTX 600 series and up
fuck!!
only other game I've got installed right now is BF3, and the performance loss there is just ~5% tops, just like I already tested with Unigine Heaven (this is going to be awesome for BF4 next week!)
anyone else tried it with a Unreal Engine game ?
I can try downloading RO2 however I'm not sure how relevant it would be as I assume I've got a bigger overhead due to my setup. Plus my FPS is soft-locked at 90FPS so my numbers aren't that high either.Hmm unfortunately I do get a pretty huge performance loss in Red Orchestra 2 :( like 160 fps -> 70 fps ...
only other game I've got installed right now is BF3, and the performance loss there is just ~5% tops, just like I already tested with Unigine Heaven (this is going to be awesome for BF4 next week!)
anyone else tried it with a Unreal Engine game ?
Next question : I'm saving the files to my secondary SSD (raid array), OS runs on my primary SSD
when I enable Shadowplay, is it caching on the OS drive ? I don't see any temporary files appearing when I alt-tab to the Shadowplay directory.
edit : playing around with both Shadowplay and manual recording while having W8 taskmanager open on my 2nd monitor; it writes with 6 mb/s to some disk when using Shadowplay cache (i.e. just having it enabled without creating a file) , and 12 mb/s when recording manually (I assume it is still recording Shadowplay cache as well, hence double the rate). The manual recording is written directly to the specified directory, but I can't figure out where Shadowplay cache is being written to -> both disks show 0% usage on the Performance tab ? General memory usage is slowly increasing according to the same Performance tab, but when looking at the Processes tab I don't see any changes ?
not that it really matters, but I'm just curious whether Shadowplay is actually caching to memory or to disk, and in case of the latter why not directly to the same disk where the directory is on :)
http://www.youtube.com/watch?v=9R0VAZ7cj4w
http://www.youtube.com/watch?v=k_uamEgLJMk
I'm happy I got this working. I'm going to dedicated my 300GB drive to this. I love recording demos in Source engine games for analysis to help me improve my skills and now I can do that in every game without much of a performance hit. I still think demos are better than video but unfortunately most games don't have that kind of functionality.
I haven't tested it with anything else yet though.
It creates the directory, no files show up in it. I tried manual recording and also the Alt-F10 rolling recording.
Nothing ends up in the output dir.
I wonder if DxTory can screw it up?
OK I think I figured it out with some BF3 singleplayerYeah, I also wonder where the files are caching. And I'd like an option for it to do that in RAM.
sat in a spot, watched RAM usage in W8.1 task manager creep from 4.7 to 5.7 GB
when it reached 5.7 it started a big write to my OS drive, and went back to 4.7 again
if I save the Shadowplay file before it hits 5.7 GB RAM usage, the same thing happens except now the write is to my other drive
So my theory is that the Shadowplay function has a ~1 GB RAM cache and writes the contents of that cache to a temporary location on the OS drive every time it is filled. When saving your Shadowplay, it writes to the destination directory from both the RAM and/or the temporary location. Manual recording just records to the destination directory directly.
can't say if that could lead to potential performance issues, I'm using an Samsung 840 for the OS and two 830s in RAID-0 to save to so everything is smooth for me ;) 16 GB of system RAM for the record
also damn @ the YouTube compression in some of the vids posted in this thread ... my own Shadowplay files look a lot better when opening them with MPC
I just testing it in RO2 and didn't notice that big of a hit in FPS, mine stayed right in that 5-10% drop ranged I expected. Never went below 60 FPS, that I do know.Hmm unfortunately I do get a pretty huge performance loss in Red Orchestra 2 :( like 160 fps -> 70 fps ...
only other game I've got installed right now is BF3, and the performance loss there is just ~5% tops, just like I already tested with Unigine Heaven (this is going to be awesome for BF4 next week!)
anyone else tried it with a Unreal Engine game ?
Uhhh..beta?So nVIDIA fucked everyone using Windows 7 over because people using Windows Media Player couldn't play MPEG-TS container files consistantly? They switched to using the MP4 file sync which has file size limitations in Win7.
Why not just give us the option to use .ts output and leave the .mp4 output as default?
Oh and the 16:10 being squished to 16:9... that's fucking ridiculous and amateur.
UGH! This could have been so perfect.
Weird.
I do have a separate sound card, maybe that's it?
Was the last version you used back when it first released?It is, mainly because FRAPS is pure and utter dogshit - Worst piece of recording software on the market. No options, super performance intensive, recording FPS tied to game FPS

Hell, it's had buffered recording since 2011.
I'm guessing if you're not outputting audio through the video card you won't get any sound. I'll have to do some messing around, there may be a way to pipe sound to it. I'm trying to use onboard sound and no dice.Originally Posted by Kinthalis
So the only issue I'm having is no sound when recording Batman Arkham Origins. All other tested games work fine.
Weird.
I do have a separate sound card, maybe that's it?
What exactly are you trying to prove? The terrible UI? The fact that it has the capturing options of wet cardboard? It has a buffer option? Still doesn't change the fact that FRAPS is dogshit.Originally Posted by jediyoshi
Was the last version you used back when it first released?
Hell, it's had buffered recording since 2011.
And I tried it at the start of the year before the amazingly fast update cycle where it crashed taking 4k pictures.
Can't believe FRAPS has a defense force.
OK after your comment I tried some more stuff, and figured out it drops from 80 to 75 fps when I disable SLI (like it should), but from 140 to pretty much the same 75 fps with SLI enabled.Originally Posted by RadioActiveLobster
I just testing it in RO2 and didn't notice that big of a hit in FPS, mine stayed right in that 5-10% drop ranged I expected. Never went below 60 FPS, that I do know.
so it's a Shadowplay+RO2+SLI issue probably :)
What I hope that gets tweaked a lot in the beta is those options tho. Is there really no configurable parameters with numbers? The ease of use is nice, but selecting bitrates manually and resolutions should be priority. I doubt the lack of these choices are related to hardware, right?
EDIT: Actually, I figure a lot of those options will come when Twitch streaming is implemented.
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