Thread:Deathstalker666/@comment-26005008-20160407215658/@comment-3547390-20160608161656

Heh, I don't think many fit into my category though. Either you love sprite games or you are a fan of modern gaming. There are those that can stand everything but the era of gaming I like since it looked fine with sprites but looks horrible with primitive 3d.

Alas, I forget most of it. It involved a lot of dark blue and purple hues with colored lighting. There were teleporters, but they often would be tipped over and broken into ruins. Architecture included depressed statues and other such stuff. But the most interesting thing was a complete lack of enemies, the entire level focused on using ambient sounds to their fullest and reading scattered letters to open a series of doors. Of course, the entire thing was randomized with each playthrough, meaning you couldn't simply use the combinations you knew to open the doors in the next playthrough, nor would you know the geometry. Furthermore, it focused on using the geometry against the player, adding mirrors with the crying statue behind the player and other such oddities. It was definitely in the Doom engine, but yet it had the spirit of a game focused on the world and the ambiance. Basically, I imagined Doom doing something that would be as amazing as the stuff Thief did.

You sound like you could have changed the name from college to asylum without anybody noticing :P

With my stuff, my focus on rawness luckily makes most of that stuff pretty null. I don't often need to cut and align things, though there are times when it comes up (such as when my video keeps crashing such as in those beta videos) or those tutorial videos I made. Voiceovers are usually one take and are recorded just as I am playing the game, so a lot easier on that part. The difficult thing is rendering and uploading the stuff after I play it. Rendering takes about 90-95 percent of your CPU power, which mine is a 4790k OC slightly to 4.3mhz, which is a lot more powerful than the average person. It seems it takes about double the time of the footage to render it, meaning that a 20 minute video will take about 40 minutes to render while an hour long video takes 2 hours. As I tend to push my content in size, many that aren't Doom end up being 1:40:00 (I can only go up to 1:45:00 or so safely, any further and the video starts to have issues, probably due to the massive file size due to the quality of my videos), which takes about 4 hours, which makes sense since double would be 3:20:00 (it tends to vary more or less between videos, I can't get an exact rate until I try to render one, even the same video gives me different times and the time it says at the start generally is a lie). While it is easy to edit my videos, often after I finish recording I can simply load up Vegas, turn off resampling, and change the colors so they aren't completely messed up by the program, the actual rendering is time consuming.

Waiting 40 minutes for a video to render is pretty dull, because it is too short to really do anything but too long to wait it out. Say you go to work, you would have been unable to switch tracks for several hours, so it matters how long you are busy for if you are trying to render a large amount of videos in a row. Even with 2400 GHZ 16 GB RAM, I am still limited by CPU usage, meaning that while I can easily pull up Adobe or something else that is simple, trying to play a game and render will result in some minor lag.

Note it gets even worse with smaller videos such as Doom's. Though the render time isn't as long, I often have more of them, meaning more to switch over and render. Meanwhile, uploading takes a bit of time as well, especially since I have a weaker connection (though usually the upload is done and processed before the next render). When rendering and uploading, I have to be careful what I do on my computer. I have learned that while my computer can handle uploading and rendering at the same time, it cannot handle too many other interactions, meaning I cannot be browsing websites or doing other actions while rendering/uploading. Doing such is apparently enough to cause a blue screen, probably because my CPU temperature is pretty much as high as it can safely operate since I lack a cooling unit and my fan is only a low-end 750W.

Needless to say, there are points where I will stop rendering/uploading to take a break from the cycle so I can actually use my computer for a bit of time. It is always good when I know I am one video less from having all of them uploaded. It is a weird thing, I absolutely love doing let's plays and this downtime doesn't deter me, but at the same time it can be best described as an endurance run to get the stuff uploaded. I guess everyone pays a price for their fun, I doubt many would be as patient for this stuff. This is why you see many Let's Plays that are cut down on content, it takes a lot less time to render something 5-10 minutes and you only have to worry about a few parts. Even those that render at high quality, you have to wonder if they made their videos with the highest detail settings possible for 1080p (beyond raw AVI, only because I cannot edit those in the event that I want to chop my videos up) and rendered on pretty much the slowest settings you can get. Let's Plays take a lot of patience, but are worth the fun in my opinion :P

There is some good news though. Rendering a video is only needed if the video needs to be edited in any way (sadly most do. Anything recorded in DxTory cannot be uploaded in the original format, plus Doom and Elder Scrolls videos must be cut up for appropriate timing), if the video is the way it should be to begin with, it will be much easier to manage. For example, the stream last night had me essentially making 20 Youtube videos but with me stopping and starting the recording after every mission. This means every one has a convenient intro and ending, plus the rawness quality means that the audio track in the middle would be remaining the same. I will have to fix up the one that crashed, but most of the videos will be simple uploads. This is much easier than the base game videos, which required cutting of each Episode, which in turn would take lengthy periods of time to render. Pretty much, I can afford to do a lot more videos for the Doom PWADs without issues because I have a massive amount of hard drive space and don't have to worry about the whole rendering/too much CPU issue. It is still time consuming, but not nearly as bad as it could be otherwise. I still like to fast-test my videos to ensure there are no massive issues and let all the qualities process on each one before moving to the next one, plus I gotta upload the custom templates (Youtube puts up a low resolution, badly colored image. I basically replace it with a JPG, since PNG is too large, capture of the level in question) and be fancy.

EDIT: Origwad is up. I linked to the playlist so you can get a better idea of how this series will work and some interesting things I am doing behind the scenes if you are a Doom historian - https://www.youtube.com/playlist?list=PLQ070a1s3-md-9fYlE869gJJSzcrwRQ6r