Davinci resolve 15 best export settings9/23/2023 ![]() Herein2020 wrote:I did more testing with the type of content that I typically shoot (big events, promo videos, music videos, etc.) so I tested an H.265 video in an MOV container at a constant bitrate of 16Mb/s for a 4K30FPS project and Linear PCM for audio. When I did my testing years ago the biggest quality difference that I saw was you pretty much never want to upload anything below 2K, even if the source project is 1080P, upscale it to 2K just to get YT to transcode it at higher quality. So for me, Google's recommended settings are in fact the best export settings and they represent the best tradeoff between time, file size, and YT quality unless DR's AAC bug rears its ugly head something which DR's team is hopefully going to fix soon. Personally, YT processing speeds do matter to me because I frequently upload previews for clients and time is money the longer it takes YT to process the preview the longer I have to spend waiting for the processing to complete before I can send the link to the client. The one exception is audio I switch to Quicktime and Linear PCM for audio when shooting music videos or something with a complex audio track because DR has a known audio bug when exporting AAC audio for certain frequencies. ![]() I don't see a quality difference or the need to use a higher bitrate or different codec on YT. Even with complex transitions, whip pans, speed ramps, etc. I get no artifacts with my 4K30FPS bitrate set to only 16Mb/s for my typical project and a long time ago I did extensive testing to find the best tradeoff between size and quality. ![]() That is not to say that if your project includes a lot of fast motion or complex lighting that maybe different export settings would be better so I think the best export settings are also dependent on the type of project. I agree with if you can't tell the difference then maybe it is not there. The video was 15min long and it took YT almost 2hrs to process it and I did not see a quality difference. I did more testing with the type of content that I typically shoot (big events, promo videos, music videos, etc.) so I tested an H.265 video in an MOV container at a constant bitrate of 16Mb/s for a 4K30FPS project and Linear PCM for audio. Since I didn't want to ask about hardware, I simply assumed they were asking for the best quality and ignored efficiency. Are they looking for best quality or most efficient overall? But then, we need to know the hardware, etc. So, really.the original question needs clarification. That said.they asked for the best for youtube (and Vimeo). But, a person could pick up an A390 (I think) for right around $140USD (last time I looked on newegg) and have AV1 hardware encoding. Nvidia's 40 series are just laughably expensive, so I won't even consider a 4090 right now. If I were to add an Intel Arc GPU to my system, then I could just do hardware encoding directly. That's probably partly because I run on an i9-13900k. For me, AV1 just ends up being the most efficient. I consider time to encode, time to upload, storage requirement, playback quality.basically everything. If you can't tell by looking it doesn't matter. ![]() RCModelReviews wrote:Also remember that "best" is the enemy of "good enough". I don't use Vimeo much so I am not as familiar with it but for simplicity I just use the same export settings for both platforms. they provide higher quality streaming than for the rest of us so it is impossible to get some of the quality you see on YT from famous channels if your channel is not comparable. Also, a lot of people don't realize that YT has two tiers of quality for celebrities, Hollywood, etc. If you are shooting fast action, sports, or something where every frame changes like a timelapse then a higher bitrate would make more sense.įor YT its very simple follow Google's posted recommendations and you will get the best quality, upload anything else and there is a chance that YT's re-encoding process will trash your footage. I like my bitrate at 16Mb/s because I do not shoot fast action or sports, so I don't have any macro blocking or artifacts on YT with that bitrate but I do save quite a bit on file sizes and upload times. I think it is safe to say that Google who owns YT will know how to get the best quality on their own platform and their own documentation says to use H.264. ![]() Of course Cineform or ProRes are better than H.264 but remember the OP specifically asked about YT and Vimeo. Might be what ends up after the inevitable re-encoding process. RNeil H wrote:Most of the folks I know of who want better Q recommend using Cineform or ProRes rather than H.264.Īnd those recommended bitrates are rather low it would seem. ![]()
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The resulting vacuum has attracted memes, some so firmly lodged in our Genre… fail to mention the original AdventureĪt all, and those who do usually date it far off the mark… and often neglect Literary form in the 80s yet “ost commentators and critics of the adventure game (IF), attracted modest scholarly attention as an emerging Text-adventures, also known as “interactive fiction” Rules were extremely popular during the 80s and (with the addition of graphics) Similar text games representing environments defined both by story and “light lamp”) in order to solve puzzles and collect Involves reading prose descriptions of the setting, and typing brief commands (i.e. Textual simulation of a caving expedition, augmented by fantasy-themed puzzles – Will Crowther's “Colossal Cave Adventure” was neither theįirst computer game nor the first program to emulate conversation nevertheless, “Adventure” - an interactive While Crowther remained largely faithful to the geography of the realĬave, his original did introduce subtle changes to the environment in order to The original gameĮmployed magic, humor, simple combat, and basic puzzles, all of which Woods greatlyĮxpanded. The new evidence establishes that Crowther wrote the game during theġ975-76 academic year and probably abandoned it in early 1976. It as a cartographic data file with no game or fantasy elements, are sourced thinly Sources that incorrectly date Crowther's original to 1972 or 1974, or that identify Significant technical innovations (such as scorekeeping and a player inventory). To their representation in Crowther's version however, by May of 1977, Woods hadĮxpanded the game to include numerous locations that he invented, along with In the cave and several artifacts (such as an iron rod and an axe head) correspond Insights on the precise nature of Woods's significant contributions. Woods, and their associates (particularly members of Crowther's family) provide new ![]() In addition, new interviews with Crowther, The significance of “Adventure” remain incomplete withoutĪccess to Crowther's original source code and Crowther's original source cave.Īccordingly, this paper analyzes previously unpublished files recovered from aīackup of Woods's student account at Stanford, and documents an excursion to the Logic and utility however, previous attempts to assess Narrative encounters and as an aesthetic masterpiece of The expanded work has been examined as an occasion for WillĬrowther based his program on a real cave in Kentucky Don Woods expanded this In the late 1970s and a significant commercial presence in the early 1980s. Story, typically in a fantasy setting these games had a significant cultural impact (“interactive fiction”) that emphasize exploring, puzzles, and “Adventure” was the first in a series of text-based games References to it frequently perpetuate inaccuracies. Game “Colossal Cave Adventure”, academic and popular Well it wasn't really cool, it was warm and humid.Because so little primary historical work has been done on the classic text computer We took our daughter, grandson 7 and granddaughter 14 with us. At least a dozen times if not more! She was however very knowledgeable and shared quite a bit of information with us. However my husband and I made a comment to each other afterwards about just how many times she touched and leaned against the sides and walls of the cave. She also made a specific point of telling you how harmful it is to touch anything inside the cave and not to do so. The tour guide tells you ahead of time to spit out gum if you are chewing any, take off and leave behind anything that might fall like hats or sunglasses. Also might not be good if you have bad knees. There is some walking and steps involved in this tour so I'd suggest enclosed toed shoes, no flip flops. ![]() Outside the gift shop there is a food stand for a bite to eat or something to drink before or after the tour. You get your tickets for the 45 minute to one hour tour inside the small gift shop. ![]() Download snes9x9/23/2023 ![]() Whether you're a retro gaming enthusiast or a casual gamer looking to explore the classics, Snes9x is a must-have software for your Windows 10 device. It also fixes issues with the libretro core mishandling our new filesystem functions. Contents 1Features 2Screenshot 3Setup & Installation 3.1Via Homebrew Channel 4Wii Channel 4.1Prerequisites 4.2Installation 5Loading Games 5.1From DVD 5. Star 2.2k Code Issues Pull requests Actions Projects Releases Tags Mar 30 bearoso 1.62.3 8b82d48 Compare Snes9x 1.62.3 Latest This fixes the backward-compatibility with save states from before 1.62. It's also regularly updated by the developers, ensuring compatibility with the latest Windows 10 updates and improvements in emulation technology. SNES9x GX is a Super Nintendo emulator for the Wii based on the PC emulator SNES9x 1.56. It's lightweight, ensuring smooth and fast gameplay without overtaxing your system resources. ![]() It supports a wide range of SNES game formats, and it's packed with features that enhance gameplay, including save states, cheat functions, and the ability to record and replay gameplay footage.īeyond its functionality, Snes9x is also known for its high performance. ![]() Snes9x is renowned for its user-friendly interface, making it accessible for both beginners and seasoned emulator users. 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Verify the page is present by starting the Rails web server: $ rails server In file config/routes.rb, on line 2 add: root 'welcome#index' Edit config/routes.rb to set the index page to the new method: With a welcome page created, create a route to map to this action. In file app/views/welcome/ write: Hello World Create a welcome controller to hold the homepage: $ rails generate controller welcomeĬreate app/views/welcome/ and add the following snippet: Apps upgraded to Rails 7 keep their existing page configurations, but new Rails 7 apps don’t automatically generate a welcome page. Rails 7 no longer has a static index page in production by default. 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Maintaining parity between development and deployment environments prevents introducing subtle bugs due to the differences in environments. Heroku highly recommends using PostgreSQL locally during development. $ bundle lock -add-platform x86_64-linux -add-platform rubyĬreate a local database: $ bin/rails db:createĭatabase 'myapp_development' already existsįor new or existing apps where -database=postgresql isn’t defined, confirm the sqlite3 gem doesn’t exist in the Gemfile. Move into the application directory and add the x86_64-linux and ruby platforms to Gemfile.lock. 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NET Framework-based project by running the following command in Visual Studio's Package Manager Console: Install-Package EntityFramework -Version Install-Package EntityFrameworkįrom EF 4.1 onwards, new versions of the EF runtime have been released as the EntityFramework NuGet Package. ![]() You can install the EntityFramework package by right-clicking on the References folder of your project and selecting Manage NuGet Packages…Īlternatively, you can install EntityFramework by running the following command in the Package Manager Console. If you are not familiar with the NuGet Package Manager, we encourage you to read the NuGet Overview. The latest version of Entity Framework is available as the EntityFramework NuGet package. See Visual Studio Versions for guidance on how to get the latest version of EF Tools available for your version of Visual Studio. If you perform a custom install of Visual Studio you will need to ensure that the item "Entity Framework 6 Tools" is selected by either choosing a workload that includes it or by selecting it as an individual component.įor some past versions of Visual Studio, updated EF Tools are available as a download. ![]() EF Tools are included in all recent versions of Visual Studio. The Entity Framework Tools for Visual Studio include the EF Designer and the EF Model Wizard and are required for the database first and model first workflows. Entity Framework is made up of the EF Tools for Visual Studio and the EF Runtime. ![]() How to dowload aircraft to flightgear9/22/2023 ![]() ![]() We wanted to embed terrasync right into the core code so we could better coordinate downloading tiles and then loading them immediately into the sim (versus sometimes running into no tiles or partial tiles if an external tool was running rsync.) Īs some of you have probably noticed, some coding is currently happening in the terrasync corner, mostly by James and some parts by Torsten. However, there doesn't appear to be any good/robust multi-platform librsync available for our use. Terrasync started out as a standalone rsync-based utility. ![]() We probably throw away some or all files in that directory without prior notice, so please don't rely on them or make backup copies. When using terrasync.py you should notice download of files in those folders, however they do not (yet) show up in the scenery. ![]() People using the fgfs integrated terrasync should not (yet) notice any difference. As a first step I have just added a folder called Objects_1 containing the osm2city buildings for e005n46 up to e010n48.
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