Tag Archives: death
Life, Death And GH
Bink now has an Emscripten target – play Binks right from a web web page. Bink now has a Stadia target. Added debug info stub for Stadia. Added hack workaround for Bink 2 GPU on AMD 5800 cards for DX11. Fixed crashes in BinkGoto when using GPU decoding and cleaned up searching for in basic. We proceed to suggest not utilizing software blitters and to use the GPU for color conversion, although. Triple buffered the GPU command buffers on PS4 for compatibility with Unity. Switched to SDK 6.0 on PS4. Switched to Nintendo Switch SDK 3.1 because they keep altering the audio perform signatures, sigh. Added a FrameChangePercent subject to the Bink construction, so you do not have to calculate it with the BinkGetRects perform. Added assist for a new secret platform. Support cook-on-the-fly mode for UE4 on PS4. Moved to PS4 4.5 SDK. Switched to PS4 SDK 5.0 (this version will be obtainable for 4.5 as effectively, however all future variations are 5.0 solely).
That is more appropriate in the general case when we do not know how your threads are laid out – neither thread does any heavy work, so it ought to be unnoticeable anyway. This was already how Bink worked on other platforms (which all have mushy thread affinities). Worked round some issues with the Bink Unity player on XboxOne. Added compatibility with March 2017 XboxOne XDK. Added Linux 64-bit as a new platform. Build Linux utilizing Clang on Windows – similar minimal libc necessities (ought to be invisible). Added PulseAudio support to Stadia and Linux. Added x86 Android library help – man, the x86 Android phones are loopy fast. In follow, that is makes an enormous difference in playback speed, if you find yourself doing work in the background. Under 32-bit Windows, solely video playback is offered. On Windows, when using DirectSound, if no software window is found, use the desktop hwnd. RAD video charge analyzer will now run over remote desktop correctly (now using base GL for drawing).
Fixed a bug where the left edge of the desktop may peek by when utilizing the `clear screen to black` setting. Versioned some atomic internal features on static library platforms to handle linking with multiple RAD products utilizing completely different variations of the atomics (fixes a PS4 Bink and older Telemetry issue). Fixed a problem with multiple sounds tracks on the SPUs. Can analyze multiple files at as soon as as effectively. Better Quicktime frame fee detection (for weird mov files). Fixed an frame price calculation error with QuickTime files longer than 60 minutes. Added an ‘Auto’ mode for the datarate in the compressors – it will choose an affordable data charge for your input video’s decision and frame rate. Worked around nonsense in the Switch audio APIs – principally affects when the video frame rate drops very low. Fixed a crash when importing a Smacker file with Bink audio. Bink compressor is now 64-bit! Improves compression times from 20% to 35% general. Use Bink2c64.exe instead of Bink2c.exe to call the Bink 64-bit compressor from a script. Switched to a new EXE compressor (UPX) under Win32 that gets better compression and that should be extra widely compatible. On the 3DS, switched to the 1.0 SDK.
Switched to a new pre-mixing OpenSL/ES provider for Android – wants new setup call. Fixed a few reminiscence leaks on the GPU-assisted path, if there was a graphics API error throughout setup. This precipitated a couple of API modifications on the GameCube (even for non-MusyX games) because we no longer robotically assume you’re utilizing AX. Added GetPlatformInfo to the plugin API. Added a method to set the load path in the Bink plugin (largely for UE4). Fixed bug when opening a Bink file with multi-threaded I/O turned off. Fixed a goofy bug where BinkSetSoundOnOff only allowed zero or one (vs. In the Unity and UE4 plugins, we don’t clear the rendertarget first, if there is only one movie drawing to the RT – this makes a giant velocity differences on PS4 and mobile. Fixed to Unity and UE4 plugin code for D3D 12 on Windows and Xbox One. Fixed a number of pathname issues with UE4 for Switch.