Author Topic: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.95)  (Read 259127 times)

EQ2Alyza

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #225 on: 2014-10-30 12:55:28 »
Just so's ya know, YouTube enabled 60fps support earlier today for videos at 720p or higher. So if you want to put future videos there instead of MediaFire, it's a viable option now.

I think only 720p and 1080p support 60fps. 1440p and 2160p are still locked at 30 fps from what I've noticed.

Ok tried FRAPS and worked great but I can't have the cool overlay image I'm using with OBS as my channel avatar, without editing the video. And rendering takes so much time! Also forget 720HD, 1080HD with firefox, waterfox etc. atm. Chrome works well!

Does Firefox play videos with Flash or HTML5? Flash is not playing 60fps but when I switch to HTML5, it does.

Covarr

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #226 on: 2014-10-30 17:07:53 »
60FPS requires HTML5 player, and I think it requires Chrome, but I'm not positive on that one.

I also thought I saw a 1440p60 video yesterday, but I may be mistaken. It's difficult to search because people keep labeling their videos stupidly.

While OBS is good to capture gameplay, if you want precision you'll need to use something else, like Fraps.
Not really. The trick is in your settings; FRAPS defaults to low CPU usage settings where possible, while OBS has slightly nicer defaults at the cost of being slower. If your CPU is too slow, lower compression (or even lossless) can make a big difference. Experiment with different codecs and see what works for you. If rendering is an issue, maybe avoid lossless because that'll need re-rendered anyway before uploading to YouTube unless you want to deal with insane filesizes that take forever to upload and burn through your bandwidth.

Personally I use Dxtory for capture, and

edit: and don't finish my posts? Huh.

Personally I use Dxtory for capture, and it works great—best performance I've gotten out of all that I tried—but I'm not sure it's got an overlay feature like you're looking for. One thing you can try is using other capture software in conjunction with OBS. Any capture software that can output to a DirectShow stream (Dxtory for sure, maybe FRAPS?) can then be picked up by OBS, which can then add the overlay and do the encoding and writing and all that jazz. If the issue was in the capture itself, this should fix it.
« Last Edit: 2014-10-30 20:06:29 by Covarr »

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #227 on: 2014-10-30 21:27:51 »
Just so's ya know, YouTube enabled 60fps support earlier today for videos at 720p or higher. So if you want to put future videos there instead of MediaFire, it's a viable option now.

Awesome, I was wondering when it was finally going to be implemented.  Unfortunately, I don't know shit about encoding, so if someone else wants to upload these (or make better ones [please!]) it's fine with me.  The ones on mediafire are lossless.

Covarr

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #228 on: 2014-10-30 21:44:57 »
Awesome, I was wondering when it was finally going to be implemented.  Unfortunately, I don't know strawberries about encoding, so if someone else wants to upload these (or make better ones [please!]) it's fine with me.  The ones on mediafire are lossless.
I'll get home from work in a few hours. I can upload it then.

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #229 on: 2014-10-30 23:12:06 »
You prob know all this but:

1. Opening camera movement is too fast.

2.  Character/enemy moving to target and attacking is too fast

3. Same for character moving back to stance after attack

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #230 on: 2014-10-30 23:45:48 »
You prob know all this but:

1. Opening camera movement is too fast.

2.  Character/enemy moving to target and attacking is too fast

3. Same for character moving back to stance after attack
Yeah, there are still some camera movements operating at 30 instead of 60.  No idea why.
2 and 3 are the same thing.  NFITC1 referred to them as animation fixes.  Basically the models are supposed to delay a certain amount of time before and after certain actions. This also affects things like "confusion" where the character spins in place.  These animation calls need to be doubled in time taken before the next action

Covarr

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #231 on: 2014-10-31 04:39:35 »
Okay, it's finished uploading. 60FPS only works in 720p and 1080p. I must say, it looks quite nice.


obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #232 on: 2014-10-31 19:24:22 »
Thanks for doing that.  Hopefully more people will begin using it and find some fights that even better demonstrate the difference.  I just recorded  where I happened to be at.

nfitc1

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #233 on: 2014-10-31 21:22:30 »
NFITC1 referred to them as animation fixes.

No, these are animation script fixes. I just haven't sent any to you because I haven't pinned them all down yet.

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #234 on: 2014-10-31 22:31:28 »
You'll have to forgive my memory. School is INTENSIVE right now.

nfitc1

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #235 on: 2014-11-01 01:26:18 »
You'll have to forgive my memory. School is INTENSIVE right now.

I forgive anyone who gets those confused. It's pretty easy.

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #236 on: 2014-11-01 05:01:29 »
I forgive anyone who gets those confused. It's pretty easy.

Well,  I don't.

Just what are you smoking, Obesebear??

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #237 on: 2014-11-01 05:18:41 »
Sure wish I had something to take the edge off. Feels like being in med school

KnifeTheSky77

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #238 on: 2014-11-01 05:44:31 »
It's called adderall, copious amounts of adderall.

LetCreativityPlay

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #239 on: 2014-11-02 01:18:47 »
 I love the idea and the work put into this. Here some more footage with limit breaks.

https://www.youtube.com/watch?v=5m57Uz6gkrs

Barret's Catastrophe attack was glitchy/flashy.

KnifeTheSky77

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #240 on: 2014-11-02 03:31:12 »
You guys are goddamn wizards. It's probably weird but I kind of like how fast the active character indicator spins 

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #241 on: 2014-11-04 19:25:39 »
Thanks for the video LetCreativityPlay.  I'll put it up on the first post and check out what you're talking about with Catastrophe.

For everyone else.  Do not use the lgp.exe ulgp.exe I included in the download.  It will work, but has some errors.  Instead, use Luksy's lgp inserter/extractor https://dl.dropboxusercontent.com/u/3227870/ulgp_v1.2.1.7z

For things like barret's attack, the game wouldn't display his shell casings, and some textures like muzzle flashes weren't working.  Luksy's changes fixed that problem.   All new uploads will include his program with his permission.

DLPB_

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #242 on: 2014-11-04 22:22:43 »
I can tell you now that he won't have any issue with you using it... he is all for open source as long as credit is given :)  Plus, credit should be given to Aali also.

nfitc1

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #243 on: 2014-11-13 21:44:32 »
UPDATE:

I've fixed the camera for the summons....and discovered a new problem. For some reason, while effects only have to be drawn once a frame, summons need to be drawn every frame. I'm still hunting down the cause.

Covarr

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #244 on: 2014-11-13 22:08:55 »
UPDATE:

I've fixed the camera for the summons....and discovered a new problem. For some reason, while effects only have to be drawn once a frame, summons need to be drawn every frame. I'm still hunting down the cause.
DLPB ran into the same problem on his PSX-style battle mod. He solved it by abusing the game's pause function, but that broke actual pausing, and I don't think it'll work when other stuff is rendering at native 60.

If you find a solution to this, I'd be curious to know how you did it.

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #245 on: 2014-11-13 22:20:18 »
No, I resolved the issue another way because it was caused by the pause value.  If this is the same issue, NFITC1 may be in luck.

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #246 on: 2014-11-14 03:25:11 »
Sometimes, even though I'm not religious, I'm pretty sure miracles happen

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #247 on: 2014-11-16 09:58:00 »
NFITC1:

I used a sloppy work around.  Hopefully you can go a step further and see about doing it a different way.  Basically, any function address in the queue that caused flashing (i.e. was disappearing 3 of 4 frames) was forced to be drawn (if that's what the main function call is doing) all 4 frames.  You can't simply tell everything to draw all 4 frames (at least I couldn't find a way) or it causes even more issues.   Only a few things in the game have a bug with the pause variable.  It exists in the original game...  that when the game is paused, certain models disappear (Rufus on the helicopter and the Summons are two so far).

So, my workaround goes through a list of function addresses and compares them to the one in the queue.  If match, then draw. If not, then skip.  It's rather hard to explain, and my 60fps uses the pause var of course.  Here are the changes:

Code: [Select]
{KOTR pause fix
5BF047 = 0F 8D AF 00 00 00 8B 04 8D 58 28 BF 00 85 C0 74 7D 83 3D AC D1 9A 00 00 75 12 31 C9 B1 0C 39 04 8D 88 42 91 00 74 05 E3 65 49 EB F2 FF D0

{KOTR function list.
914288 = B0 AB 47 00 93 C7 47 00 AE CB 47 00 76 D9 47 00 6A DD 47 00 5E E0 47 00 67 E3 47 00 92 EB 47 00 A0 EF 47 00 7D FB 47 00 C2 FF 47 00 4E 03 48 00 76 07 48 00

914288 is a list of function addresses for the knights.

==================

In the original game code, the part that you need to concern yourself with is this:

5BF06E
call dword ptr [eax*4+00BF2858]

This is exactly what is causing your issue.  But I have no idea why the problem is unique to Summons etc.

You may be able to get away with making it draw all the time.  The way I did it with the pause var was unique (unless you are also using it?).

The issue is that the function at 0041BB51 is being shared by others.  So if I disable the jump there, and also at 5BF06E, it just messes a ton of other stuff.       
« Last Edit: 2014-11-16 10:57:37 by DLPB »

levantine

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #248 on: 2014-11-20 11:56:52 »
 Is it possible to install  your 60 fps mod and keeping my 'bootleg graphical overhaul' of the game( char and fields ) ?

obesebear

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Re: [FF7PC-98/Steam] Smoother 60FPS Battles (v0.93)
« Reply #249 on: 2014-11-20 22:16:20 »
They should work together just fine.