fraps vs camtasia vs hypercam
Mixin looks at different ways to capture Second Life. Fraps is the most widely used, but some prefer camtasia and hypercam.
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whats it to be - fraps, camtasia or hypercam?
I spoke with Rod Maher from Beepa, creator of fraps who just happens to be down the road from the production office. He said "fraps uses uncompressed video - its raw footage" when I questioned the fraps codec he said "the compression is lossless"
Torley Linden says "Fraps isn't totally lossless itself but uses its own FPS1 codec; its filesizes are still smaller than wholly raw, uncompressed footage, but still too gargantuan for my tastes. FRAPS' competitors like GameCam and even WeGame offer other codec choices, and another hurdle for FRAPS is its movies can't be played (that I know of) on Macs."
Rod cleared that up so if you are editing on Mac, as I am, he recommended the codec from Perian .
Camtasia is often favoured for its versatility and choice of codecs When I searched forums about this I found a bunch of people preferred Camtasia over Fraps.
"I'd highly recommend Camtasia because it's simply easy to use, powerful, has built in editing software, and produces phenomenal quality videos, but it comes at a price - $300. If you don't want to spend any money CamStudio http://camstudio.org/ is usable. It's got a simple interface, but doesn't produce mind-blowing visuals, but if you plan to upload it to any site like YouTube it really won't matter."
Torley Linden says "FRAPS continues to be a popular choice for "pure" machinima, but not for video tutorials. Why? Because it fails to capture special cursors (like those used in click actions), has no means of highlighting the regular cursor and clicks (as I've come to enjoy), and it can't capture "regular" applications like Firefox with the ease-of-use Camtasia Studio Screen Recorder can, which is why I switched.
But wait, that's where I ran into another problem: the TechSmith Lossless Codec is great… if you're capturing mostly flat areas of color. But throw in a lot of gradients, motion, and near-photorealistic scenes as Second Life often has, and that's where you run into a lot of problems: my capture often dropped to sub-10 FPS (Frames Per Second), which isn't acceptable for showing Second Life in motion."
HyperCam is an alternative screen capture program that allows uncompressed capture AWM Mars says "I do not use any codec when capturing, I use AVI format with no compression. Capturing in uncompressed formats will give you a more 'what you see is what you get'. Adding a codec at capture stage, is not reversible and therefore you already have degraded footage, any further applying of codec will only become accumulative.
All come with a free trial, so test them out and see how they work for you.
A technique used to create the HBO Second Life film was filming the monitor and vignetting the edges in post. I found the tests I did were not very crisp and I was getting a much clearer image from screen capture.
For mac users Snapz Pro X seems to be the best
Watch this space and I will post some tests of different screen capture for comparison.
Comments (3)
frame grabber
Hi Hugh. Very happy that you have found my blog and look forward to more fab advice from such a master machinima maker. I am capturing high def formats do you recommend a particular model, as the ones I have seen all do lower resolutions.
27 Jun 2008 13:54 AEST
From: Melbourne
fraps update
Rod Maher at Beepa did some tests in Second Life on their systems and they found that at 1920x1080 resolution their maximum performance was only 20FPS. (since Second Life uses OpenGL rather than DirectX). He recommended capturing 720P to get 30FPS. He said they would look into trying to improve fraps performance with high definition resolutions.
26 Jun 2008 20:20 AEST
From: Edinburgh
Another way...
If you really want top-quality capture and you're prepared to pay, buy a frame-grabber. It's a card that will take VGA signals directly from another PC and capture them as any video codec you want. We used one to create "BloodSpell" (http://www.bloodspell.com) - and the technology has advanced from there. It's also the approach that LucasArts used and probably uses to capture game footage in-house. Only downside is the cost, which is likely to be well into three figures.
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About this Blog
Machinima is basically filmmaking using a real-time 3D platform. Mixin Pixel is an avatar, who will blog on the minutiae of detail involved in creating a film in a virtual landscape, like Second Life.
Mixin Pixel Mixin Pixel is Shelley Matulick's pink-headed representative in the big wide world of Second Life. Mixin loves making machinima. And why not it's dead cheap and brain dead easy. This blog will hold your hand so you can make the best looking machimina you possibly can.
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27 Jun 2008 14:15 AEST
Mixin
From: Melbourne