24fps

Selected_FocusSelected_Focus Member Posts: 13
is it common to have issues when creating a 24fps animation sequence in GS? Even creating a simple actor with an animation seq at 24fps for about 4 seconds crashes. (not in GS viewer, but when creating an adhock app and testing on the iPad) Setting it to 12, playback is much better and doesn't crash on me.

i'm using a png seq. Actor size is 500x500.

Any thoughts?

Comments

  • ORBZORBZ Member Posts: 1,303
    No idea, but I did notice your actor was 500x500. Is your image 500x500 also? It may work better if the image is 512x512 and scaled down to the actor size of 500x500.

    I doubt this is the crash issue, but GS is sooo buggy it may... :)
  • Selected_FocusSelected_Focus Member Posts: 13
    Yes, using 72dpi.
    And i have all sorts of different sizes. But i don't think that's the issue.
    Just wondering if other people have had issues with playback at 24fps?

    And it's a privilege to have Orbz and tshirtbooth both reply to my humble question.
  • firemaplegamesfiremaplegames Member Posts: 3,206
    How many images are in the sequence?
    Is it 4 images played at 24fps? or 24 images?

    A 24fps 500x500 animation is massive. You MIGHT be able to get away with it on a menu screen where nothing is happening, but I do not think you will be able to pull it off during the game, especially with other things going on. Even on the iPad.

    One thing to consider is the RAM usage.

    A 500x500 image takes up 750K in RAM - regardless of file size.
    24 of those would be 18MBs - for just that one animation.

    If it is less images, that is better of course, but still.

    These devices really can't handle that kind of stuff yet.
  • chicopchicop Member Posts: 263
    consider 12 fps.. like the good old Flash days.. saves tons of memory and your guaranteed true play back speed...
  • BeyondtheTechBeyondtheTech Member Posts: 809
    firemaplegames said:A 500x500 image takes up 750K in RAM - regardless of file size.
    What's the exact calculation that you come up with for that? I'm working on something rather intensive, but I haven't gotten to the image capturing yet.

    I'm looking at 10-15 fps at 256x256 or less, and they're a bunch of sequence of animations.
  • firemaplegamesfiremaplegames Member Posts: 3,206
    Well, the textures in openGL are 24-bit.

    That mean 8 bytes per color, per pixel.
    This allows 256 reds, 256 greens, and 256 blues
    or about 17 million possible colors

    That is what the 24 stands for in PNG-24
    You can also save your images as PNG-8, which is a reduced palette of 256 colors for the whole image. However, once you import it into the iPhone, it is turned into a 24-bit texture.

    This is how you are able to rotate and fade your actors without them pixellating.

    To get the total RAM usage, you take the number of pixels and multiply it by the number of bytes in each pixel, which is 3.

    In the above example, it is 500 x 500 x 3 = 750,000 = 750Kb

    This is regardless of the file size of the image.

    The iPhone uses a thing called PNGCrusher to further optimize PNG files, so that number might get reduced a bit, but not by much.
  • Selected_FocusSelected_Focus Member Posts: 13
    yes, it was 24 separate images x 4 seconds so a total of 96 images. so it's a lot.

    Thanks for the feedback guys. And thanks @firemaplegames for that explaination. it really helped know why it just won't work.

    I've simply just simplified things a bit. Went down to 12fps and cut down some of the animations and the sizes of the actors. Working well so far. Not what i initially hoped, but works much better, well, actually works.

    thanks you guys rock!
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