Re: Image Sequences-why not suitable?
Status: Alpha
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From: James W. <jfc...@ya...> - 2009-09-10 19:19:29
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Really? Interesting. I rendered a 1024x1024 video, encoded it to 85% quality JPEG, and set it up in Pipmak. It worked fine, and ran on the intended 15 FPS. And my PC is fairly old, 1.9 GHz. --- On Wed, 9/9/09, Aidan Gauland <wgs...@no...> wrote: From: Aidan Gauland <wgs...@no...> Subject: Re: Image Sequences-why not suitable? To: "Content creation for the Pipmak Game Engine" <pip...@li...> Date: Wednesday, September 9, 2009, 4:41 PM James Wilson wrote: > I wonder, why are still image sequences, such as JPEGs, not suitable for real world use? I want video support as much as anyone, but for now, aren't JPEG sequences fine? Is the problem with the fact that audio can't be streamed directly with it? It's standard practice to stream the audio from a seperate file in games, anyway...Or is it becouse JPEG sequences are somewhat larger then Ogg Theora? That's not much of an issue when you've got DVD-ROMs to work with.... To answer your question simply, because decompression time is crippling. To give a little more detail, video codecs are designed for moving pictures, so they can take into consideration similarities between consecutive frames when encoding, which JPEG can not do, as it only deals with still images. That said, still-image sequences are fine for short, low-res animations like the spinning wheel in the Pipmak demo. --Aidan ------------------------------------------------------------------------------ Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july _______________________________________________ Pipmak-Users mailing list Pip...@li... news://news.gmane.org/gmane.games.devel.pipmak.user https://lists.sourceforge.net/lists/listinfo/pipmak-users |