Dominik Tugend
Dominik Tugend
I didn't check if the FFMPEG builds used by HLAE support GPU accelerated encoding. However what this issue means is to support it without having to download form the GPU...
Some of the team thought it would be a good idea to let you know instead of not replying. We appreaciate the feature request, but currently there's lots of other...
This meta issue I made earlier itself is a bit pointless by now / not that helpful maybe. Closing.
does this apply to CS:GO, can you provide more details please? if they are mergeable it should do that, at least for recordInvisible 0? (recordInvisible 1 is not recommended)
I am not sure if I understand your question, but I think you can already use `mirv_calcs` + `mirv_cam` to set the current camera position and use that with `mirv_campath...
If you want to keep the camera locked to the weapon, that's already possible with purely mirv_calcs though? See e.g.: - https://github.com/advancedfx/advancedfx/wiki/Source%3Amirv_calcs#example-2-static-active-weapon-camera-video-by-z8 - https://github.com/advancedfx/advancedfx/wiki/Source%3Amirv_calcs#example-config If that's not what you want,...
It seems you want to do a CamPath in local space of the Weapon hand. This is sadly currently not cleanly possible in a way that makes sense to edit...
As explained in #318 this is currently not possible and planned for HLAE 3 instead. if you only need to rebind keys in order to be able to also use...
This probably won't be implemented too soon, but of what is velocity measured? The player eye origin or the player origin (relevant when ducking a lot e.g.)? (This and other...
Which games besides CS:GO would be needed? Also please note that SDR is still faster than HLAE with FFMPEG, because it samples and encodes video on the GPU.