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Bink video limitations #35
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Hi @OregonPacifist , This is something that we looked in to at the early stages found here: @angularGraphics has expressed interest in re-doing their work at 60 FPS this time. But that's been the extent of this work done, so far. |
I haven't worked more on it since, last I heard in the above linked thread, 60 fps playback isn't smooth. And one shouldn't artificially double the frames in the first place, proper handling of the PS2 videos already gives you 60 fps. I just discarded every other frame when I created my pack, to keep it at 30. |
OK, so I've been playing around with this. Good news!: I have been able to successfully convert the videos from 30 FPS to 60 FPS using a video editing program. The program adds artificial frames between the existing ones by "guessing" what happens between the two. The result is an incredibly smooth video playback, and (in my opinion) indistinguishable from the original PS2 cutscenes. It's true 60 FPS. Bad news: The first time I tested it, the game stopped responding when I tried to skip the cutscene halfway through playback (using the escape key). I tested it 3 more times and it worked perfectly afterwards. I'm not sure what happened the first time. Also, the game has to be set to run at 60 FPS. Otherwise, the video pauses intermittently during playback and just plain sucks. So basically, this is potentially great news for people who've wanted to play through the game with the 60 FPS cutscenes. I think I may convert all of them to 60 FPS and see if I can clean the image quality up even more. I hope that one day, players can choose to run the game at 30 FPS and the cutscenes at 60 FPS (for an authentic SH2 experience). Anyone know if it's possible to program the game to run at 60 FPS but only during cutscene playback? |
This is the issue we ran into as discussed here: #13 (comment)
Not that you said you were, but if you don't mind me asking: Would you please not share your 60 FPS versions of these movie online? Since there are negative effects when playing the game at 30 FPS and videos at 60 it'll create a lot more support tickets from people who try to use these video files. This will cause headaches for us as it's something we haven't addressed/possibly fixed yet. Also, as @angularGraphics mentioned, since we have the resources to be able to, it'd be preferable to use true PS2 source videos (60 FPS) when creating a "FMV Enhancement Pack 2.0" for the most visually accurate representation possible. |
Has anyone created .bik files from the original PS2 version? I only tested with the “open.bik” file but was very impressed with the results, personally. I’m going to re-convert the file and clean it up to the best of my ability. The version I made as a test had the conversion software watermark in the video. I didn’t want to buy any software unless I knew it’d be worth it for SH2. |
This is from angular graphic's notes on the original FMV Enhancement Pack:
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Ok, so the cutscene movies in the “Enhanced” pack were ripped from the original PS2 versions. That’s good because those are the ones I used to convert back to 60 FPS. I’m not sure if the colors/ contrast could be improved any more than they already are but I can give it a shot. |
Here’s the 60 FPS version of the open.bik Enhanced file: |
I just randomly clicked at 02:00 in the above video and it's pretty jumpy the way James and Maria move. This is not the way of doing it in my eyes. I will work with the source files and provide true(-er) 60 fps videos, if the game is made to properly handle them. |
I noticed a little bit of jumpiness too in some spots, but I think that may be a byproduct of the software I used to convert the .bik to .m4v (VLC). I originally used another piece of software for the conversion and didn’t notice any jumpiness but it had a watermark that I could only remove if I paid $20 :( Still, it would be awesome to have the cutscenes at their original PS2 frame rate. |
Don't worry, if we find a way to have them play smoothly at 60 FPS, regardless if the player has the game running at 30/60/X, @angularGraphics expressed interest in revising their amazing work at 60 FPS this time.
Also, you wouldn't want to do this. M4V is a lossy codec and each time you convert/re-encode the files to another lossy format you are compressing/losing more quality. For example, when I made angular graphic's videos 16:9 friendly I did the following (this is an addendum to the "Read Me" file for said package):
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Also, @angularGraphics , please consider having options for your "2.0" work on these, if you make them. I'd want cropping over anything else, and would settle for pillarboxes. I don't want stretching at all and would keep using the "1.0" videos if stretching was the only option. (I made "1.0" 16:9 stretched videos for others who prefer them; definitely not for my own use.) |
We have talked about this and I remember, don't worry. A final crop and/or stretch step after everything else has already been done, is not difficult to do for an alt version of the pack. |
Much love to you, then. <3 |
I guess I'll leave the video adjustments to the pros, then :) I'm just anxious for those 60 FPS cut scenes lol |
I'd like to underline a previous comment of mine for this issue |
Has there been any more progress on reverse engineering the Bink 1 format and allowing other codecs to be wrapped/used in Bink's place?
With the next update to the FMV Pack, story FMVs will be 1280x820 and the intro/ending FMVs will be 1280x720. I am currently using the higher end of Bink's recommended data rate for 720 video (using their specs for PS3/Wii at 220000), and the max value for bandwidth allocation at 64. |
There's nothing really to RE, when the api has even official documentation... |
Has someone made a tool with this documentation that allows the use of better compressible codecs in the Bink 1 shell? And Bink files that have multiple audio tracks stored in them are still called/play correctly? |
I think the idea is that we compress the files using something completely different than Bink and then we add our own decoder into the game and intercept the Bink calls and feed the game the data it expects via the Bink APIs. Basically we replace Bink ourselves. To do this we would need to build a shim that goes between the game and the videos and converts the calls on the fly. |
Yup. Btw, I mentioned shipping ffmpeg, but I suppose you could also just rely on system vfw/directshow/mf codecs for decoding. |
BEHOLD PEOPLE. |
Was it though? |
Yes, OP asked about 60 fps FMVs through Bink and our project now does this. The plan to encode and/or playback the FMVs in another format for the game has since been dropped. |
Hey everyone. I just have a question. Is the Bink video format limited to 24 FPS or can it handle 60 FPS?
What I'd like to try is convert the .bik videos (for the cutscenes) to .mp4, then artificially double the frames and clean it up as much as possible, then re-convert it back to .bik format. As improved as the video files are (with the Enhanced pack), I think they could be even better.
Does anyone know if this has been attempted before?
Thanks!
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