Twig Posted March 18, 2014 Guys, I linked to both of those videos on the first page of this thread. I also linked to videos that didn't have a bunch of unnecessary, not-even-readable twitch chat on the margins! It's entirely readable if you maximize the video! Share this post Link to post Share on other sites
tberton Posted March 19, 2014 I found that discussion very perplexing in general. It seemed like Sean intuited rightly that games had competitive and even professional scenes before streaming blew up, but couldn't articulate how, and Chris' categorical statement that the money had to come from somewhere just stopped everyone cold. It hasn't been the case with video games for very long, but collective card games have a sufficiently high buy-in that tournaments more than pay for their prizes with the purchasing they stimulate. Yeah, I think what Chris was getting at is that to be a professional player you need sponsorship deals and those only happen if their's a viewing audience, which is tough to generate if you're not streaming. Share this post Link to post Share on other sites
Razorwind Posted March 20, 2014 On the topic of speedruns, Path of Exile is one game that is tuned for speed runs and rewards players for participating and wining events that happen daily. As many of you guys mentioned, it is the combination of knowledge (which quests to do first, builds etc) and the on-the-run adaptation to RNG factors. item drops, mobs with randomized stats, and of course randomized map layouts) Players might get lucky for one event, but with the points being tallied up at the end of each season, only the best players come up top. Would be interesting to see the team give it a shot and hear their comments.... Share this post Link to post Share on other sites
Urthman Posted March 20, 2014 Unfortunately (fortunately?), those telepresence robots are doomed so long as they're more expensive than an intern carrying an iPad. And interns are free. Share this post Link to post Share on other sites
draziw Posted March 21, 2014 It is the nineties and there is time for [FLAC]s. Share this post Link to post Share on other sites
George B Posted March 24, 2014 What about Neil Young's PONO player which also will be using FLACs? Mbe a Titanfall PONO crossover is inevitable! Share this post Link to post Share on other sites
Merus Posted March 25, 2014 Guys I kind of want the title of Idle Thumbs 150 to be Best Debut and haven't found a good place to express this preference. Share this post Link to post Share on other sites
tegan Posted March 25, 2014 I use Winamp at home and a Cowon J3 as my portable music player, both of which play FLAC, so FLAC is actually pretty much the default for me. It's weird to be reminded that it's considered to be somewhere in the same realm of relevancy as Ogg Vorbis for mosy people. Share this post Link to post Share on other sites
Problem Machine Posted March 25, 2014 Less so for me, since due to licensing issues .ogg can be a good format for game resource files, whereas I kind of dislike FLAC as bloated and impractical and tend to avoid it as much as possible. Share this post Link to post Share on other sites
Gormongous Posted March 25, 2014 Less so for me, since due to licensing issues .ogg can be a good format for game resource files, whereas I kind of dislike FLAC as bloated and impractical and tend to avoid it as much as possible. I mostly read about FLAC in the context of anime discussions, from the same people who carp about 1080p x264 Hi444PP 10-bit @ CRF16. From what I've seen and heard, there's not much difference in the esotericism of both. Share this post Link to post Share on other sites
Merus Posted March 25, 2014 FLACs are lossless compression, that's why they're bigger. Best to think of them as the raw audio data in a kind of zip file. Vorbis (and MPEG-4) is lossy, which means the compression destroys a part of the audio to crunch it even smaller. If you convert a lossy audio clip to another lossy audio format, it'll degrade further. For game development, keep your raw audio in FLACs, and convert that to either Vorbis or MPEG-4 (assuming you don't need your own license for the codec) when it's time to ship. For end-users, having Vorbis (.ogg) or MPEG-4 (.m4a) audio files are fine. You can keep FLACs around as a backup if you're really keen on chucking your CDs. You certainly don't need FLAC for anime unless you're explicitly doing archiving. MP3s are out of date at this point. Share this post Link to post Share on other sites
Problem Machine Posted March 25, 2014 Yeah I know about the whole lossless thing, It's just that, as you say, that's not really relevant to consumers. It only matters if you want to archive a master copy. Otherwise you're using a bigger file for nothing. Anyway, I mostly use max quality VBR mp3 for my music stuff. Gets the job done. Share this post Link to post Share on other sites
Jake Posted March 26, 2014 Server storage isn't an issue - most devs I know just keep their raw audio in wav or aiff format, since most everything (including most engines) can play those to preview them, before compression occurs at build/test. Share this post Link to post Share on other sites