I've checked my old travel projects in the Project Manager and their render settings were all 60fps, so I'm thinking maybe this has something to do with me first importing that large project file as a single continuous clip, possibly with lower fps settings, but I'm really not sure.
I can record my videos at 60fps and it plays back smoothly in VLC. However, when I import my videos to Shotcut the frame rate drops. I exported a video from Shotcut to Youtube just as a test and the video can play at 1080p but the frame rate is still low. If this has anything to do with my PC I will provide my specs along with some video examples.
I have a file sequence of 960 frames made from combining two file sequences that were 30fps and 16 seconds long. My composition is 60 fps, but whenever I import that combined file sequence, AE recognizes it as a 30 fps video that's 32 seconds long when it should be a 60fps video lasting 16 seconds. Do I need to change some import settings? Or use some sort of a time warp or something?
Why is it that when I move my mouse rapidly in circles I can see multiple versions of it? This looks like a frame rate problem. My computer is plenty powerful enough to render the pointer at 60fps but it does not. This is especially pronounced when I move the pointer in circles on a black background. Even moving it in 5 cm circles on the screen at around 2 hz i can see at least 14 copies of the pointer simultaneously.
When you say glitches, so you mean a horizontal line going from the top of the screen to the bottom of the screen and just jumpiness in general?
Because that would be a case of not having a TV/Monitor with a high enough refresh rate, resulting in screen tearing. If you run with V-sync set to 60fps, a 60hz display is fine to use, if you run at 120fps, a 120hz display is needed. The higher the framerate you can achieve, the higher refresh rate your display needs in order to keep up with the information your GPU is sending out to it.
I am a composer working for a sound and music for video games company. We really need to find a way to use the right encoding for our video captures. The thing is, our sound designers want to work in 60fps and it kind of makes sens when working with video games.
For daily usage 1080p 60fps should be the best. But while shooting in 1080p 60fps gives you a smoother video, you would feel an unrealistic feeling because it's too "smooth". The standard for movies is different. So it also depends on the context of the video if you want to have a higher or a lower fps.
I just get the feeling that KSP could and should be able to run at least 60fps even with many mods installed, and it's frustrating that it doesn't. Depending on the scene I can get maybe 24-30fps (in v 1.6.0), but that depends heavily on how busy the scene is. While docking with a moderately sized station it can drop to 9-12fps (I thought 1.6.0 was suppose to improve multicore rendering for multiple ships, but I really can't see any difference); in maximum time warp I've seen it drop to 6fps and then shoot back up to 20 then back to 8. Indeed the framerate can be VERY inconsistent with frequent lag, and again I can't tell if it's my PC (toggling V-sync makes little difference, nor does setting a frame limit) , the mods, or the game engine. And please don't tell me to stick to vanilla; mods have defined this game just as they have defined SkyRim. Even Squad members themselves (Nova Silisco for example) contributed mods to this game. KSP just isn't appealing to me any more in vanilla, because I KNOW KSP can do so much better. The forums are always full of players suggesting or requesting new mods, especially visual enhancements, which says to me the community wants this game to be as good as it can be, and we really need to be asking if it is. Even after Unity5 and 64-bit mode were introduced.
Now, Ubisoft has revealed that The Lost Crown will run at 1080p/60fps when the Nintendo Switch is docked, while handheld mode runs at 720p/60fps. That 60fps benchmark is especially impressive for an aging system like the Switch, but prioritizing the weakest system also means that every version of the game will run at 60fps, even on PS4 and Xbox One. PS5 and Xbox Series X can enjoy a whopping 4k/120fps performance, while the Xbox Series S is capped at 1440p/60fps. You can find the PC specs here to prepare your rig for the minimum, recommended, and ultra settings.
But here in 2014, things are different. Movies like The Hobbit and James Cameron's Avatar sequels are pushing framerates ever higher. Camcorders, cameras, and even smartphones can shoot 60fps video. And sports fans function ga4_link121() window.dataLayer.push(JSON.parse('"event":"default_event"')) really love the smoother picture high-framerate playback provides. Last month, YouTube responded by enabling 60fps playback for new uploads.
Don't believe us? Just look at these clips, first using the old 30fps setting and then with the new 60fps option, and see for yourself. (But make sure you use Google Chrome, or you won't see the difference.)
The Smash Bros series is an office favorite here at Reviewed.com, so we have to include it here. This game gets frantic very quickly, with tons of items, explosions, and particle effects filling the screen all at once. That means you need 60fps to show it off to best effect.
You can simply record a game clip at 60fps and use editing software to cut the video speed in half. When you upload the clip, YouTube will automatically cap it at 30fps, but viewers can simply watch the video at double-speed. Other than some sound distortion, this method function ga4_link126() window.dataLayer.push(JSON.parse('"event":"default_event"')) works like a charm.
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