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  • What's the best way to handle slopes for a platfomer game using Box2D

    - by songokuhd
    I would like to know if there is any known solution for handling the player's movement on slopes using Box2D engine. I tried to do it using a circle as the player. Everything was fine until I tried to walk on slopes, the main problem is that due to gravity, the circle does not stop on the slope. Please if somebody has tried this before I'll appreciate it. If you have a better solution without the physics engine would be fine for me too. Thank you.

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  • Deleting a game object

    - by Balls
    I tried doing this but it cause an access violation. void GameObjectFactory::Update() { for( std::list<GameObject*>::iterator it=gameObjectList.begin() ..... (*it)->Update(); } void Bomb::Update() { if( time == 2.0f ) { gameObjectFactory->Remove( this ); } } void GameObjectFactory::Remove( ... ) { gameObjectList.remove( ... ); } My thoughts would be to mark the object to be dead then let the factory handle it the on next frame for deletion. Is it the best and fastest way? What do you think?

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  • Capture an area of a game, display it in a small window

    - by steakbbq
    I am looking to make a program that accomplishes some simple goals. I need to be able to specify an area of my screen to have reproduced in a window. Similar to who the windows magnifier works. I also need it to stay on top. I also need it to be transparent. I also need it to be ghost like(mouse clicks go through it) so the application below can be interacted with still. Here is what I am trying to do. What would be the best way to go about it? http://i.imgur.com/0ahi7.jpg

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  • Strategy game programming in Java, how the map and unit classes should work/relate each other.

    - by Gabriel A. Zorrilla
    As a way of learning Java i'm doing a little strategy game. You have a game map and military units. The gamemap and the units are Jpanels which are binded together in another class called GameWindow, which has a JLayeredPane where the gamepap is below the units. Every time i click a unit (and therefore, the JPane) I can get the unit's information. The problem comes when i want to move a unit... each unit is self drawn inside it's Jpanel, how do i represent the change in position over the gamemap? I'm thinking about reloading the whole game window based on a position change of a unit (because the JPAnels that represent the units are created in the GameWindow, not drawn in the gamemap). Another more elegant option, should be repainting the whole map, with the units. But that way the units would lose it's status of objects (no more JPAnels, just being drawn in the gamemap paint() method), and how would i tell if one unit is clicked? I dont know how people with more experience in games handle the class structure in strategy games. I believe i have the right structure (map, game units, each one an object) but I'm having difficulties making it work together. Here is a snapshot of the map with a couple of units:

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  • Getting 2D Platformer entity collision Response Correct (side-to-side + jumping/landing on heads)

    - by jbrennan
    I've been working on a 2D (tile based) 2D platformer for iOS and I've got basic entity collision detection working, but there's just something not right about it and I can't quite figure out how to solve it. There are 2 forms of collision between player entities as I can tell, either the two players (human controlled) are hitting each other side-to-side (i. e. pushing against one another), or one player has jumped on the head of the other player (naturally, if I wanted to expand this to player vs enemy, the effects would be different, but the types of collisions would be identical, just the reaction should be a little different). In my code I believe I've got the side-to-side code working: If two entities press against one another, then they are both moved back on either side of the intersection rectangle so that they are just pushing on each other. I also have the "landed on the other player's head" part working. The real problem is, if the two players are currently pushing up against each other, and one player jumps, then at one point as they're jumping, the height-difference threshold that counts as a "land on head" is passed and then it registers as a jump. As a life-long player of 2D Mario Bros style games, this feels incorrect to me, but I can't quite figure out how to solve it. My code: (it's really Objective-C but I've put it in pseudo C-style code just to be simpler for non ObjC readers) void checkCollisions() { // For each entity in the scene, compare it with all other entities (but not with one it's already compared against) for (int i = 0; i < _allGameObjects.count(); i++) { // GameObject is an Entity GEGameObject *firstGameObject = _allGameObjects.objectAtIndex(i); // Don't check against yourself or any previous entity for (int j = i+1; j < _allGameObjects.count(); j++) { GEGameObject *secondGameObject = _allGameObjects.objectAtIndex(j); // Get the collision bounds for both entities, then see if they intersect // CGRect is a C-struct with an origin Point (x, y) and a Size (w, h) CGRect firstRect = firstGameObject.collisionBounds(); CGRect secondRect = secondGameObject.collisionBounds(); // Collision of any sort if (CGRectIntersectsRect(firstRect, secondRect)) { //////////////////////////////// // // // Check for jumping first (???) // // //////////////////////////////// if (firstRect.origin.y > (secondRect.origin.y + (secondRect.size.height * 0.7))) { // the top entity could be pretty far down/in to the bottom entity.... firstGameObject.didLandOnEntity(secondGameObject); } else if (secondRect.origin.y > (firstRect.origin.y + (firstRect.size.height * 0.7))) { // second entity was actually on top.... secondGameObject.didLandOnEntity.(firstGameObject); } else if (firstRect.origin.x > secondRect.origin.x && firstRect.origin.x < (secondRect.origin.x + secondRect.size.width)) { // Hit from the RIGHT CGRect intersection = CGRectIntersection(firstRect, secondRect); // The NUDGE just offsets either object back to the left or right // After the nudging, they are exactly pressing against each other with no intersection firstGameObject.nudgeToRightOfIntersection(intersection); secondGameObject.nudgeToLeftOfIntersection(intersection); } else if ((firstRect.origin.x + firstRect.size.width) > secondRect.origin.x) { // hit from the LEFT CGRect intersection = CGRectIntersection(firstRect, secondRect); secondGameObject.nudgeToRightOfIntersection(intersection); firstGameObject.nudgeToLeftOfIntersection(intersection); } } } } } I think my collision detection code is pretty close, but obviously I'm doing something a little wrong. I really think it's to do with the way my jumps are checked (I wanted to make sure that a jump could happen from an angle (instead of if the falling player had been at a right angle to the player below). Can someone please help me here? I haven't been able to find many resources on how to do this properly (and thinking like a game developer is new for me). Thanks in advance!

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  • How would one use Cocos2d to create a game like this.

    - by John Stewart
    http://itunes.apple.com/us/app/angry-birds/id343200656?mt=8&ign-mpt=uo%3D6 So I am getting started with this all game dev thing on iphone and I decided that I will start playing with Cocos2d as my starting engine. Now just so i have a goal in mind, I picked angry birds as my initial target of what sort of game play would I like to learn to build. This is not going to be a market release game. This is totally going to be learning purposes only. So to start off my question is: Would something like this be achievable using Cocos2d? How would I go about building the physics for this? How can one do a screen scroll like the way they do in cocos2d? (any example code would be great) This is just to start off. If you have any particular questions please do add to this question.

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  • Problems with my slotgame

    - by Raiden2k
    I'm coding a slot game for learning. Here's the source code. My questions are below. unit Unit1; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Windows, FileUtil, Forms, Controls, Graphics, Dialogs, StdCtrls, ExtCtrls, ComCtrls, Menus, ActnList, Spin, FileCtrl; type { TForm1 } TForm1 = class(TForm) FloatSpinEdit1: TFloatSpinEdit; Guthabenlb: TLabel; s4: TLabel; s5: TLabel; s6: TLabel; s7: TLabel; s8: TLabel; s9: TLabel; Timer3: TTimer; Winlb: TLabel; Loselb: TLabel; slotbn: TButton; s1: TLabel; s2: TLabel; s3: TLabel; Timer1: TTimer; Timer2: TTimer; procedure FormCreate(Sender: TObject); procedure slotbnClick(Sender: TObject); procedure Timer1Timer(Sender: TObject); procedure Timer2Timer(Sender: TObject); procedure Timer3Timer(Sender: TObject); private { private declarations } FRollen : array [0..2, 0..9] of String; public { public declarations } end; var Form1: TForm1; wins,loses : Integer; guthaben : Double = 10; implementation {$R *.lfm} { TForm1 } procedure TForm1.slotbnClick(Sender: TObject); begin Guthaben := Guthaben - 1.00; Guthabenlb.Caption := FloatToStr(guthaben) + (' €'); Timer1.Enabled := True; Timer2.Enabled := True; slotbn.Enabled := false; end; procedure TForm1.FormCreate(Sender: TObject); var i: integer; j: integer; n: integer; digits: TStringlist; begin Digits := TStringList.Create; try for i := low(FRollen) to high(FRollen) do begin for j := low(FRollen[i]) to high(FRollen[i]) do Digits.Add(IntToStr(j)); for j := low(FRollen[i]) to high(FRollen[i]) do begin n := Random(Digits.Count); FRollen[i, j] := Digits[n]; Digits.Delete(n); end; end finally Digits.Free; end; for i:=low(FRollen) to high(FRollen) do begin end; end; //==================================================================================================\\ // Drehen der Slots im Zufallsmodus //==================================================================================================// procedure TForm1.Timer1Timer(Sender: TObject); begin s1.Caption := IntToStr(Random(9)); s2.Caption := IntToStr(Random(9)); s3.Caption := IntToStr(Random(9)); s4.Caption := IntToStr(Random(9)); s5.Caption := IntToStr(Random(9)); s6.Caption := IntToStr(Random(9)); s7.Caption := IntToStr(Random(9)); s8.Caption := IntToStr(Random(9)); s9.Caption := IntToStr(Random(9)); end; //==================================================================================================// //===================================================================================================\\ // Gewonnen / Verloren abfrage //===================================================================================================// procedure TForm1.Timer2Timer(Sender: TObject); begin Timer1.Enabled := False; Timer2.Enabled := false; if (s1.Caption = s5.Caption) and (s1.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s1.Caption = s4.Caption) and (s1.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s2.Caption = s5.Caption) and (s2.Caption = s8.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s6.Caption) and (s3.Caption = s9.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else if (s3.Caption = s5.Caption) and (s3.Caption = s7.Caption) then begin Guthaben := Guthaben + 5.00; Inc(wins); end else Inc(loses); slotbn.Enabled := True; Loselb.Caption := 'Loses: ' + IntToStr(loses); Winlb.Caption := 'Wins: ' + IntTostr(Wins); end; procedure TForm1.Timer3Timer(Sender: TObject); begin if (guthaben = 0) or (guthaben < 0) then begin Timer3.Enabled := False; MessageBox(handle,'Du hast verloren!','Verlierer!',MB_OK); close(); end; end; //======================================================================================================\\ end. How can I replace the labels through icons 16 x 16 pixels? How can I adjust the winning sum according to the icons? (for example 3 crowns give you 40 € and 3 apples only 10 €) How can I adjust the winning sum with a sum for every round?

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  • Can 3D OpenGL game written in Python look good and run fast?

    - by praavDa
    I am planning to write an simple 3d(isometric view) game in Java using jMonkeyEngine - nothing to fancy, I just want to learn something about OpenGL and writing efficient algorithms (random map generating ones). When I was planning what to do, I started wondering about switching to Python. I know that Python didn't come into existence to be a tool to write 3d games, but is it possible to write good looking games with this language? I have in mind 3d graphics, nice effects and free CPU time to power to rest of game engine? I had seen good looking java games - and too be honest, I was rather shocked when I saw level of detail achieved in Runescape HD. On the other hand, pygame.org has only 2d games, with some starting 3d projects. Are there any efficient 3d game engines for python? Is pyopengl the only alternative? Good looking games in python aren't popular or possible to achieve? I would be grateful for any information / feedback.

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  • How do I hook into a game and write a script to manipulate it?

    - by Ethan
    Hey SO, I know this is a pretty open question but I was wondering how people go about writing scripts that will "play" a game, or manipulate it in some way. I had been thinking that I'd try to get a working AI to play a game for fun, but don't even really know where to start. Are there any good resources to learn this? What are good languages to use? Once I have the language, how do I get my script hooked into the game? I was thinking of just trying simple flash games, if that helps. Thanks a bunch!

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  • C# 2D Vector Graphics Game using DirectX or OpenGL?

    - by Brian
    Hey Guys, So it has been a while since I have done any game programming in C#, but I have had a recent bug to get back into it, and I wanted some opinions on what configuration I should use. I wanted to use C# as that is what I use for work, and have become vary familiar with. I have worked with both DirectX and OpenGL in the past, but mostly in 3D, but now I am interested in writing a 2D game with all vector graphics, something that resembles the look of Geometry Wars or the old Star Wars arcade game. Key points I am interested in: • Ease of use/implementation. • Easy on memory. (I plan on having a lot going on at once) • Looks good, I don't want curve to look pixelated. • Maybe some nice effects like glow or particle. I am open to any and all suggestions, maybe even something I have not thought of... Thanks in advance!

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  • Realy urgent and big help in a little MATLAB game... Please help me!

    - by Sanyi
    Hi! I have to make the game „Planarity” in Matlab, for school project. (If you Google it, you can see and play the game in flash). The computer have to randomly put 5 circles in the coordinate system in different positions. After that it must draw lines between them. When the circles are randomly put in the coordinate system the coordinates must be whole numbers. Good example for number one circle: (3,4) ; bad example for number one circle (2.5 ,6.7). Please if Matlab is a childs game to you help me by sending me the source code for this. I really really need help... Please help me, this can be one hour to you, but a life saving thing to me...

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  • What's wrong with the architecture of a game object drawing and updating itself?

    - by Ricket
    What are the reasons for and against a game object drawing and updating itself? For example, if you have a game where the player has a position on screen, why not have an all-encompassing class: public class Player { private int x, y, xVelocity, yVelocity; private Sprite s; //... public Player() { // load the sprite here, somehow? } public void draw(CustomGraphicsClass g) { g.draw(s, x, y); } public void update(long timeElapsed) { x += (xVelocity * timeElapsed); y += (yVelocity * timeElapsed); } } What is wrong with this design? What are the downfalls or concerns? How would you better write something like this, or better architect this type of thing in a game? Also, somewhat connected, how would you implement loading that Sprite image? And furthermore, how would you then implement collision between two Players? (I should probably separate these extra two questions into new questions, huh?)

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  • What language should I write my 2D game in? [closed]

    - by jmgrosen
    I'm thinking of writing a game. It's inspired by Minecraft/Terraria (but don't worry it will be different). My main question is what language I should write it in -- it'll be relatively simple graphics, more like Terraria than Minecraft. I know Java relatively well and Minecraft is written in it, but C++ seems like the industry standard for game development. However, I know next to no C++. I'm willing to learn but am worried how it will turn out for my first real project in the language. In addition to that, I'd also like suggestions on a good game engine for the language that you suggest. I'd like it to run on: Windows for sure Linux for sure Mac for sure Android would be really nice iOS is optional Thank you in advance!

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  • IIS6 Log time recording problems

    - by Hafthor
    On three separate occasions on two separate servers at nearly the same times, 6.9 hours seemingly went by without any data being written to the IIS logs, but, on closer inspection, it appears that it was all recorded all at once. Here's the facts as I know them: Windows Server 2003 R2 w/ IIS6 Logging using GMT, server local time GMT-7. Application was still operating and I have SQL data to prove that Time gaps appear in log file, not across two # headers appear at gap Load balancer pings every 30 seconds No caching Here's info on a particular case: an entry appears for 2009-09-21 18:09:27 then #headers the next entry is for 2009-09-22 01:21:54, and so are the next 1600 entries in this log file and 370 in the next log file. about half of the ~2000 entries on 2009-09-22 01:21:54 are load balancer pings (est. at 2/min for 6.9hrs = 828 pings) then entries are recorded as normal. I believe that these events may coincide with me deploying an ASP.NET application update into those machines. Here's some relevant content from the logs in question: ex090921.log line 3684 2009-09-21 17:54:40 GET /ping.aspx - 80 404 0 0 3733 122 0 2009-09-21 17:55:11 GET /ping.aspx - 80 404 0 0 3733 122 0 2009-09-21 17:55:42 GET /ping.aspx - 80 404 0 0 3733 122 0 2009-09-21 17:56:13 GET /ping.aspx - 80 404 0 0 3733 122 0 2009-09-21 17:56:45 GET /ping.aspx - 80 404 0 0 3733 122 0 #Software: Microsoft Internet Information Services 6.0 #Version: 1.0 #Date: 2009-09-21 18:04:37 #Fields: date time cs-method cs-uri-stem cs-uri-query s-port sc-status sc-substatus sc-win32-status sc-bytes cs-bytes time-taken 2009-09-22 01:04:06 GET /ping.aspx - 80 404 0 0 3733 122 3078 2009-09-22 01:04:06 GET /ping.aspx - 80 404 0 0 3733 122 109 2009-09-22 01:04:06 GET /ping.aspx - 80 200 0 0 278 122 3828 2009-09-22 01:04:06 GET /ping.aspx - 80 200 0 0 278 122 0 2009-09-22 01:04:06 GET /ping.aspx - 80 200 0 0 278 122 0 ... continues until line 5449 2009-09-22 01:04:06 GET /ping.aspx - 80 200 0 0 277 122 0 <eof> ex090922.log #Software: Microsoft Internet Information Services 6.0 #Version: 1.0 #Date: 2009-09-22 00:00:16 #Fields: date time cs-method cs-uri-stem cs-uri-query s-port sc-status sc-substatus sc-win32-status sc-bytes cs-bytes time-taken 2009-09-22 01:04:06 GET /ping.aspx - 80 200 0 0 277 122 0 2009-09-22 01:04:06 GET /ping.aspx - 80 200 0 0 277 122 0 ... continues until line 367 2009-09-22 01:04:06 GET /ping.aspx - 80 200 0 0 277 122 0 2009-09-22 01:04:30 GET /ping.aspx - 80 200 0 0 277 122 0 ... back to normal behavior Note the seemingly correct date/time written to the #header of the new log file. Also note that /ping.aspx returned 404 then switched to 200 just as the problem started. I rename the "I'm alive page" so the load balancer stops sending requests to the server while I'm working on it. What you see here is me renaming it back so the load balancer will use the server. So, this problem definitely coincides with me re-enabling the server. Any ideas?

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  • Got black screen when recording screen from xvfb by ffmpeg x11grab device

    - by shawnzhu
    I'm trying to record video from a firefox run by xvfb-run but it always output nothing in the video file except black screen. Here's what I did: start a firefox, open google.com: $ xvfb-run firefox https://google.com Then it will use the default display server number 99. I can see the display information by command xdpyinfo -display :99. A screenshot works very well by command: $ xwd -root -silent -display :99.0 | xwdtopnm |pnmtojpeg > screen.jpg Start using ffmpeg to record a video: $ ffmpeg -f x11grab -i :99.0 out.mpg When I play the video file out.mpg, there's black screen all the time. Is there any parameter I missed? Updates I made progress that the video works instead of black screen only by this command: $ ffmpeg -y -r 30 -g 300 -f x11grab -s 1024x768 -i :99 -vcodec qtrle out.mov Notice it requires the screen resolution matches by specify more options to xvfb-run: $ xvfb-run -s "-screen 0 1224x768x16" -a firefox http://google.com But I still want to get more feedbacks and answers here.

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  • VMware Workstation Recording feature

    - by Steeve
    I have seen some documentation about a Record/Replay feature in VMware workstation 6 and 7 here : http://cto.vmware.com/the-amazing-vm-recordreplay-feature-in-vmware-workstation-6/ http://www.vmware.com/pdf/ws65_manual.pdf But I don't find that feature in my VMWare Workstation 10. I don't find any manual for the 10th version by the way. Do you know if that feature has been removed ? Or do you know where I can find the feature in VMware Workstation 10 (or 9) ? Thanks in advance,

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  • XPP-32 over W7-64 on music production laptop

    - by quarlo
    I need to upgrade my laptop and need high performance for music production (recording and mixing). My audio interface manufacturer seems to be unable to successfully convert their drivers to 64-bit. I do not trust a virtual machine to handle real-time audio recording at low enough latency so ... I would like to install XP Pro 32-bit on a separate partition and dual boot since most of the machines that can handle this application now ship with Windows 7 64-bit flavors. I'd like to transit to 64-bit over time assuming M-Audio does eventually get a handle on 64-bit drivers, but really need to ensure that I can stay at 32-bit for now. Does anyone have any experience with this or something similar?

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  • Using modem for sending voice recording

    - by ircmaxell
    I've got an interesting one for you. I've been going over my server monitoring and notification systems (Nagios based), and realized that if our internet connection goes down, there's no way for it to notify me. I already have a modem listening (Via CentOS 5) on a spare POTS line so that I can dial-in in case our internet goes down. I was wondering if I could come up with a script (Shell, Python, etc) that can dial out and play a recorded message (wave file I'm guessing) when it's picked up. I know Windows supports voice calls over a voice modem, I was wondering if a solution existed for Linux... I know asterisk can probably do it, but isn't that overkill (A full blown VOIP system just for a notification mechanism that will hopefully never be used)? And wouldn't it interfere with the modem's primary function as a backup network interface (PPP spawned via mgetty)? I've done some searching, and haven't really come up with much. I know how to dial out from the command line, but only as a modem (not as voice). Worst case, I could set it up to dial out as a modem, and then just realize that if I get a call with modem sounds from that number that it's the notification... Any insight would be appreciated...

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  • Camtasia on remote computer?

    - by daughtkom
    I have a need to use one laptop for a live presentation (with projector, etc.), but record that presentation on another laptop -- similar to what I can do with Camtasia, only with the recording happening on another laptop. Is this possible? What do I need to do this? Some VGA device that goes between the presenting machine and the projector? Some USB device? My ideal requirements: The machines must be "standard" laptops (so I can't just add a new card to a desktop, etc.). I prefer a hardware solution, but cannot involve studio type equipment. I'd prefer not to install Camtasia (or similar) on the presenting machine for two reasons: licensing issues performance issues (sometimes the presentations are machine intensive and I don't want the recording software to interfere with the presentation) I'd appreciate any tips. Thanks.

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  • Recording with audio input MacBook Air

    - by Milla Well
    I'm trying to record analogue stereo sound with my MacBookAir. The external mic is plugged to the headphones jack, but it is not being shown in the System Preferences. I did a little bit of research, and there is some rumor, that the headphone jack only supports digital-in for mics. Is there a built-in way to use the analogue stereo sound without purchasing an external converter or a new mic? With my old MacBook 2,1 it was usual for me to do this, but with my new MacBook Air 4,1 it seems to be a tough task.

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  • Rolling desktop recorder?

    - by lance
    I want a piece of software that will constantly record what I'm doing on my desktop, discarding footage that's over [30] seconds old. Its recording would be a rolling one. The idea is that I can somehow hit a button and see "what just happened". I don't want to have to babysit it. That is, I don't want a piece of software designed for screencasting (which I'm not trying to do). My bias against that is based on my (maybe incorrect?) assumption that I'd regularly have to start/stop the recording throughout the day. The idea is that this piece of software would consume fewer resources (than a screencast recorder) on my box, as it's only keeping a very limited amount of footage in memory (and low quality would even be acceptable), because it's discarding frames fairly quickly after they're captured. Where can I find a piece of software with features like this?

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  • What are the most likely bottlenecks determining the performance of CamStudio screen recording?

    - by Steve314
    When doing screen recording, I can get a frame rate of maybe 15 frames per second for the full screen on my 1080p monitor using the XVID codec. I can increase the speed a bit by recording a region, changing screen modes, and tweaking other settings, but I'm curious what hardware upgrades might give me the biggest bang for my buck. My PC is budget, but modern... Athlon 2 X4 645 (3.1GHz, quad core, limited cache) processor. 4GB single channel DDR3 1066 RAM. ASRock motherboard with NVidia GeForce 7025/nForce 630a Chipset. ATI Radeon HD 5450 graphics card - 512MB on board, not configured to steal system RAM. I dual-boot Windows XP and Windows 7. For the moment, XP is my bigger performance concern as it's still my getting-things-done O/S as opposed to my browser-host O/S. My goal is to make a few programming-related tutorials. For a lot of that I don't need screen recording - I can make up some slides, record audio with the PC switched off, yada yada. When I do need screen recording, I'll mostly be recording Notepad++, Visual Studio or a command prompt. Occasionally, I may be recording some kind of graphics or diagram program and using my pre-Bamboo cheap Wacom tablet - I have the CS2 versions of Photoshop and Illustrator, but I'd much more likely be using Microsoft Paint. Basically, what I'll be recording won't be making huge demands on the machine - but recording a fair number of pixels (720p preferred) will be useful. What's particularly wierd - not so long ago I still had a five-year-old Pentium 4 based PC. And (with the same 1080p monitor) it could record at not far from the same frame rate. So clearly the performance issues are more subtle than just throw-money-at-it. My first guess would be that the main bottleneck is the bandwidth for transferring data to/from the graphics card. Is that likely to be correct? In support of that, see this [Radeon HD 5450 review][1] - the memory bandwidth is only 12.8 GB/s. If you can't get data out of graphics memory quickly, you can't transfer it back to the system memory quickly. Apparently, that's slower than some top-end cards in 2002.

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