R
Richard Horne
Guest
I want to use a video file as a background to my game, this is proving next to impossible on GM1 without marketplace extensions. Does GM 2 have better support for video files, can anyone tell me?
When you watching youtube, you care about it? Video in GMS would use less resources, as browsers are observing lot of DOM/JS events while you watching and redrawing screen all the time. Also, (compressed) videos were able to play even on PlayStation One which have 1MB of memory, so saying "bogging down data BUS and CPU" is just wrong. Of course, playing HD at high quality may require it, but playing at youtube quality with 720p or less shouldn't be so killing.You really don't want to do that. Just think about that very large, constant stream of data being transferred from SSD/HDD to RAM and then to Graphics every frame, bogging down the data BUS and the CPU as it needs to decompress it. As a background this would eat away at your games performance. Look into using timelines instead. Videos would be nice for intros and cut scenes thou.
The videos were (originally) the only parts of Hyper Light Drifter that ran above 60FPS.You really don't want to do that. Just think about that very large, constant stream of data being transferred from SSD/HDD to RAM and then to Graphics every frame, bogging down the data BUS and the CPU as it needs to decompress it. As a background this would eat away at your games performance. Look into using timelines instead. Videos would be nice for intros and cut scenes thou.
no, i'm not playing a game WHILE watching youtube; if both are running, one is paused.When you watching youtube, you care about it?
sort of, although the DOM shouldn't be changing while a video is being played. When a web page is loaded the browser uses CPU power to construct the DOM and render the page, but then it becomes static until some Javascript decides to change it, which should not happen when the user is playing a video, but rather when the they click on things.Video in GMS would use less resources, as browsers are observing lot of DOM/JS events while you watching and redrawing screen all the time.
During Gameplay? As I said in my previous post, Intros/Cutsenes are not a problem as long as the game's not playing, the video can use all the CUP power it wants. The original post specifically asked to use a video as the background, which means it would need to be running at the same time as the game. It also worth mentioning that the TOTAL amount of memory needed is not the issue. Keep in mind when you play a video The video is loaded from the file, to ram, decompressed by the CUP, back to ram where it's stored in a buffer until being transferred to graphics. This happens frame by frame, so only a small part of the video is being stored on ram at any given time. The issue here is the transfer from disk-to-ram-to-cup-to-ram-to-graphics, every frame. This is quite a bit of memory, witch any computer can handle as long a it's not trying to play a game at the same time. Granted a powerhouse gaming PC, boasting a quadcore whatever could, but average computers could not. Mobile phone defiantly could not. Also, btw the PS1 had 4mb of memory.Also, (compressed) videos were able to play even on PlayStation One which have 1MB of memory, so saying "bogging down data BUS and CPU" is just wrong. Of course, playing HD at high quality may require it, but playing at youtube quality with 720p or less shouldn't be so killing.
Yes, during gameplay. In Final Fantasy games (7, 8, 9), you were able to move your player over video playing in background in some places. Those were short cutscenes, but they were.During Gameplay?.
That is untrue.You can check all functions in GMS2 here: http://docs2.yoyogames.com/
But, answer is - no. Except of layers, and removing some d3d functions, features are nearly same.
This will depend on the encoding. Some are more demanding than others.@Sandro: Please run any HD file on your PC, and check how many resources video player takes. Then, stop this discussion, as playing video in GameMaker wouldn't kill it's performance, especially if playing a movie would stop rendering game. There are extensions for 1.4 which does that, so I see no issue here - it's just not supported as default, and I didn't saw yet extension which will support most of platforms (let's say Win/Mac/Linux/HTML5/Android/iOS at lest).
Exactly. I know games from 1980-1990 which have videos and at those times PC have no problem to play it, so why they should have now?This will depend on the encoding. Some are more demanding than others.
But there have been formats developed specifically for games. Like bink, for example.
Were you around PC gaming in the early 90s? There were a million "FMV" games - and not all of them were "press the button at the right time or you die" kind. You had adventure games like Phantasmagoria 1 & 2.During Gameplay?
GMLVideo is actually extremely memory footprint and CPU usage light for what it is, hence you can run quite a few moderately high resolution videos all at once and still maintain a really great frame rate/lots of room to budge for game logic. This is also how you can get such great performance on mobile, which I feel addresses this:You really don't want to do that. Just think about that very large, constant stream of data being transferred from SSD/HDD to RAM and then to Graphics every frame, bogging down the data BUS and the CPU as it needs to decompress it. As a background this would eat away at your games performance. Look into using timelines instead. Videos would be nice for intros and cut scenes thou.
Got some very nicely fitted HDD streaming happening, you should check it out! Runs well on some very old phones.The issue here is the transfer from disk-to-ram-to-cup-to-ram-to-graphics, every frame. This is quite a bit of memory, witch any computer can handle as long a it's not trying to play a game at the same time. Granted a powerhouse gaming PC, boasting a quadcore whatever could, but average computers could not. Mobile phone defiantly could not.