![]() I ask because I'm about to give up on the mpc-hc decoder under hardware acceleration. Is there a noticeable quality difference between the internal mpc-hc h.264 decoder and the cyberlink decoder under DXVA? Should there be a difference since its hardware decoding? During debuging, files that apparently do not start cause the same error as other files during seeking (also randomly: some times it works, sometimes a "debug assertation fault" at line 224 in dxva*something*.cpp comes up). It might be an internal buffer/timing problem. Ok I found this latest release has a SERIOUS FLAW! It will not play at all the file.Īlthough I don't know how this file was encoded, I strongly suspect this due to a particular problem that has been reported several times without beeing noted/getting a response: I also have some files that apparently do not play, but it might work randomly if you try to start playback several times. You can either compile these files yourself from SVN or download older versions. Note there are 32 and 64 bit versions of MPCVideoDec.ax, for Vista Media Center you need to register the 64 bit version (+ of curse the corresponding 64 bit mp4 or mkv or whatever splitters). Yes! I have been doing excactly that for some weeks now. Screenshots should be saved in a directory made to exclusively have screenshots only so they’re more organized.Any chance you can just take the filter from mpc-hc (MPCVideoDec.ax?), set the merit to preferred, and with the right hardware, get DXVA from any player?. How to Save a Screenshot to a Specific Directory in UnityĪs mentioned previously, when only the file name is passed to the ScreenCapture.CaptureScreenshot method, the method will default the location of the screenshot to the root directory. In the next section, I’ll be teaching you how to save screenshots to a specific directory. This is not ideal, you want the player to be able to recognize where the screenshot should be. Note that it can only take an integer value.Īs for where it is saved, if you’re testing this in the Unity Editor, the screenshot will be saved to the root directory of your game’s project folder.įor the standalone player, the screenshot will be saved to the “_Data” directory inside your game’s directory. The example above will make the screenshot 3 times bigger than the original. ScreenCapture.CaptureScreenshot( "TestImage.png", 3) Code language: C# ( cs ) The screenshot generated will be of the screen you currently see in the game and will be in PNG format. Saving a Screenshot to The Documents DirectoryĪ screenshot can easily be taken programmatically by calling the ScreenCapture.CaptureScreenshot method anytime.How to Save a Screenshot to a Specific Directory in Unity.How to Take a Screenshot in a Unity Game.I will go into more details on how to properly save screenshots below so make sure to keep reading! Table of Contents There are various things you should look out for. This will create a screenshot of your game in PNG format at the path you specify. Taking a screenshot in a Unity game can be done by simply calling the CaptureScreenshot method of the ScreenCapture class, i.e. ![]() But what if your game doesn’t use those platforms, or what if you want to take screenshots to do something, like setting thumbnails for the save files? Steam, for example, let you press F12 to take a screenshot. Some platforms have a way to take screenshots of any game run on their platforms without the need to use external software. It’s never a bad idea to provide your players with an easy way to take screenshots from within your game, without having to do it in a roundabout way.
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