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Discussion in 'Entropia News' started by Tass, Nov 22, 2021.
They should have added some wind sound for extra context, but still fairly realistic.
When I tried this before, actually right here for your gaming video collection, I couldn't get past YouTube downsampling it. They never allowed the original hires through. How do you guys do it?
They always downsample to reduce the bandwidth. To get the best possible results you should meet YouTube's recommendations: https://support.google.com/youtube/answer/1722171 All of them except the bitrate, the bitrate should be a low a possible by maximizing compression. YouTube uses 2 codecs for their videos: AVC and VP9. VP9 usually results in better video quality but as it's more 'expensive' for YouTube it's usually only applied to videos that the algorithm deem worth it. However, there are parameters you can influence to trigger VP9, like meeting all the recommendations. In addition the most important is resolution, which best should be 4k (3840x2160). You can btw check the used codec by right-click on a YT video then click "Stats for nerds". To compensate for downsample bluriness I sometimes add extra 'crisp' using ffmpegs unsharp filter and and little bit more conrast with the eq filter. To get a visually lossless source file in the first place I record using OBS, encoding with x264 and CRF (constant rate frame) set to 19 to retain high visual quality, the CPU setting to "ultrafast" (which is least taxing to CPU) resulting in huge file sizes. With "ultrafast", high resolution and high level of detail in the game the disk write rate can be a bottleneck. I apply the max compression and filters and stuff afterwards in a second step, with ffmpeg X264 encoding, CRF also to 19 but CPU setting to veryslow. Pfft, I've got no time, sorry for this messy explanation, I shall do better as soon as I have the tome :)
The re-rendering of the EU EU5 vid was just one line of commands:
ffmpeg -i d:/Videos/2021/euue.mp4 -vf "crop=720:405:0:439, unsharp=3:3:0.3:3:3:0.3, scale=3840:2160:flags=lanczos+accurate_rnd+full_chroma_int+full_chroma_inp, unsharp=3:3:0.3:3:3:0.3" -c:v libx264 -preset veryslow -crf 19 -maxrate 24000k -bufsize 16000k -use_editlist 0 -movflags +faststart -c:a aac -f mp4 d:/Videos/2021/Entropia-Universe-Unreal-Engine-5-First-Video-4k.mp4
That's fine for me, familiar with the technical alphabet soup and ffmpeg command line, just YT was really tiring me out then. Thanks for taking the time!
Yet another Hiryuu comcept art.
It's great to see the recent hires are putting their talents to good use. However, this does seem to hint that like the last time, emphasis is put on making EU look good. I do hope that gameplay won't be overlooked. The mob AI could use some modernization. As could pretty much the great majority of the systems in-game.
Like, the society terminals, land ownership, the auction, missions, achievements, harvesting, crafting, mining, taming, tailoring, apartments, etc.
pfft.... put in a massive and awesomely hard to reach golf course, delay re-implementing vehicles and teleporting for a while and everyone will forget about game play and enjoy exploring the brave new world, then get excited once vehicles and teleporting are back and everyone gets 'attaboys!'.
hmm.... I miss the days when armour had interesting colours and patterns... guessing this is Shogun? So far from the original now I wonder why they bother.
oh I'm sure they'll get to them "eventually" TM
I never actually saw the golf course... I remember the original CE2 PA though... interesting crazyness that this was. Glad they at least kept the style for the space port but wish to high heaven they hadn't removed the ability to drive vehicles around there... way to kill stone dead an already mostly dead area... I just don't get the thinking some times...
Where was the golf course incidentally? Was it in the volcano or something... before the robots and the ruins?
Nice! I like the pulsing luminous flowers/plants. Combined with the concept art it shows they are thinking properly about how this is an alien world and that strange alien vegetation is a big part of that. I'm hope they check old school stuff like Dan Dare comics for inspiration. Lots of alien world vegatation and stuff in that. There's tons of inspiration to be had out there.
New one (actually yet another perspective of what was already published in early October):
First vid showing character movement:
I'm guessing more vegetation albeit alien :)
Marco's everliving soul...
At least this shows that MA's definitely working on the UE5 implementation.
Looks like a giant deformed flea.
Something like this...