Monday, June 26, 2017

Quick Tip: Fallout 4 - Playing Making You Dizzy? Try adjusting the Field Of View [Tutorial with Explanation]

[Currently, this post is in Text-Only Mode, to speed up the ability to publish it. 
I will add some Screenshots and a Video/GIF 'tutorial' for it, sharing it on Twitter after that...Soon™]


I'm having a lot of fun playing Fallout 4 lately - and like many other people (if perusing game forums is any indication), this game is one of a handful of games that can produce "Motion Sickness" - resulting in dizzyness or a sense of vertigo (a sense that 'the room is moving'). Although since playing Fallout 3 and Oblivion, I have gotten into the habit of changing the FOV (Field Of View) in Bethesda games when I play them, it's not just theirs that cause this issue for me, as it also occurs in many Shooters and Racing games, from Unreal Tournament to Flatout.

Before I ramble on about the mechanics of it and get into why this happens to some people in some games (it doesn't happen to everyone and not in all games), I'll give the Quick Tip of the steps on how to change the Field Of View, in Fallout 4:

  • With the game running, hit Tilde ("~", the key usually to the left of the number "1" on QWERTY keyboards), which brings up the Command Console.
  • Type "fov 90 90" (without the quotation marks) into the Console and hit Enter.
    You should see the Field Of View adjusted dynamically (updated right away in your view).
  • Hit the Tilde key again, to close the Command Console.

That's it!

Adjust the FOV range as desired - if you need it to be 'less' (and more like the original FOV), or making it 'higher' (if you want more FOV to feel better for you personally, or more to be seen on the screen at once, on purpose (for Screenshots,etc)).

Note: Be sure to type in both numbers (that is, the same number twice, with the space in-between), as they are related to how the Field Of View acts when walking/running/in-third-person/in-Armor/looking-at-the-Pip-Boy/etc (they are both needed)

The Default Field Of View in Fallout 4 seems to be about 80, as I derived from my own testing of typing in various ranges of numbers as the FOV (eg. Starting the game then typing "fov 80 80" does not move the camera view at all). I personally prefer 90-ish in Fallout 4 [I haven't quite figured out my own personal number yet], although in Fallout 3 I seemed to prefer 85 and in Oblivion and Skyrim I seem to prefer just a bit less, around 83 or so.

Another note: Although it is possible to configure FO4 to 'do these steps automatically' whenever you start the game (via the configuration of .INI files) - it is not recommended here - as not only does it not work all of the time or on all systems, it can 'break' some of the other mechanics in the game, such as how the Pip-Boy works and other things. Therefore, I personally recommend using the commands above whenever you want to play Fallout 4. [It is slightly tedious, yes; but worth it, for vomit-free gaming, no? (At least, until a better way of rendering the world is found..).]

Even though I am negatively affected by this issue, I understand the mechanics and reasoning behind why game developers choose to restrict the Field Of View; as with a lower FOV, there is less to render on the screen at one time, resulting in less system resource demand (RAM, drive retrieval of the game material, etc) and achievement of higher compatibility and performance - indeed, it is the same reasons why many games restrict even 'top-down' views in other games (not allowing you to 'see more at one time'). However, this method of viewing the world (think of making an "O" with your hand and looking through that at everything) is not only unnatural - it is 'confusing' to the human brain - thankfully not everyone is sensitive to this and many people do not suffer from this 'confusion'..

Let me try to summarize what is occurring [I am not good at 'keeping things brief', but I will try, heh]:

Normally, when you move your head, turning it to the left or right, what you see involves 'more' or 'less' of 'what is around you'. You see things you did not see before and other things that were 'in your view' disappear [although we are mostly sure they are still there, theoretically...don't get into it...don't get into it..]. The human eyes can see nearly 180-degrees around - with many people seeing slightly less or more, of course. I personally can see my hands if I hold them up to the sides (forming an "L" with my arms), looking straight ahead, but I have practiced utilizing my peripheral vision growing up (the 'area of what you see around what you are looking at'). Most people cannot quite see that far around their head at one time while looking straight ahead, but many can. Many people can even see more than that, at one time, as well.

The difference when playing games is, the view of what can be 'seen at one time' is not the only thing that is altered; it is also the turning 'point' in space.

When we move the mouse (or joystick for Console gamers) the viewpoint in the game moves, showing us things to the left or right, for example. However, the turning point in a game (where 'the head would be') is not where our head actually is in real life; the turning or rotating point in the game is usually where the surface of the screen we are watching is, and sometimes it is farther back or farther forward [but it still differs 'from where our head actually is in reality'].

What this results in, is a confusion between the brain and eyes, which are used to "seeing the world rotate around from the point between our shoulders", as it is now "seeing the world rotate around from a point in front of us (wherever the screen of the game we are playing is)". It is like sitting in a carnival ride (or "a ride at Fun Fair", as Nico Bellic would probably say) - where we are spun around just for fun but we are not actually turning our heads around all the time, it is the world around us that is rotating, not us - which is also why many people experience dizzyness and nausea from carnival rides, as well. It is our brain trying to figure out 'why things are moving but we aren't moving our heads' - and the result is our brain basically saying, "Hey! Something's wrong! Things are moving but we aren't using our neck muscles to do it! ALERT! ALERT!" and we 'get dizzy' (and some people throw up..).

So, like carnival rides, games have our view 'moving around' (things are going in and out of our Field Of View - what we see) without us using our neck muscles to move our own heads. For many people (but of course, not all), this difference in what-is-happening-in-the-game-versus-real-life results then, in the dizzyness, nausea, vertigo, barfing and many other symptoms of 'Gaming Sickness' (if that can be a thing) [some people may even 'just get crabby and not know why'; this is also a symptom].

Sadly, there is no real 'cure' for this... Many have experimented I'm sure, like I have, of just 'powering through it' - trying to 'train the brain' to accept the new way of seeing the world move around us - and of course failing (the brain is very good at not being 'tricked'..). The only way that we have, as gamers who suffer from this - for now - is to adjust the Field Of View in games to try to lessen this effect of how we experience the two worlds colliding (the game world and the real world). [I have not tried much VR, other than in the 80s when it was 'new' and at Mall demonstrations here and there since then; but perhaps this is another way we, as gamers, can have less of an issue with 'Gaming Motion Sickness', in the future]

I hope then, that this little tip has at least opened the door to help those experiencing the issue of 'getting dizzy in Fallout 4' - remember, you may have to adjust the FOV value to your own personal liking... If you played with a high Field Of View in Quake 3 days, you might like a little more in Fallout, like 110 or even higher. If you aren't affected by this much at all, you might like only a little change in the setting, maybe about 82 or 83 (and you have my admiration at not being affected as much!). Whatever your need is, I hope this Tip helps you find something that is comfortable for you, dear reader - letting you continue to have fun in Fallout 4!


Monday, June 19, 2017

Quick Tip: Fallout 4 - TAB Key Stopped Working And Not Bringing Up The Pip-Boy? Here's A Possible Fix [Text-Only]

I have been having a ton of fun playing Fallout 4 lately [again, building up my Settlements too much and ignoring the Main Storyline!] and ran into a 'small-but-game-stopping' issue where the TAB key appeared to stop working. Hitting TAB wasn't bringing up the Pip-Boy anymore..?

After doing some Troubleshooting and paying attention to what I was doing and pressing, it turned out to be a very simple issue - the TAB key was 'locked' out because of how I had used it in the Console.. Let me explain briefly:

I was playing around with SweetFX in ReShade once again, mainly to take Screenshots as I had lost a ton during a recent Hard Drive failure [as in thousands.. I know... but I don't usually back up screenshots or recordings]. To open the Settings/Configuration for ReShade, the hotkey combination is SHIFT+F2. Unfortunately, something in this combination of Fallout/ReShade/Windows 'locks out' the Shift Key after doing this with the Console open in FO4, and when hitting Tilde again to close the Console, this leaves TAB 'disabled' and it no longer brings up the Pip-Boy. [This can also happen with the ENB series of utilities, which use SHIFT+ENTER to open and close the interface]

The Fix for this was simple, once I figured it out: hit Tilde again to open up the Command Console, then hit SHIFT once, then hit Tilde again to close the Command Console. That's all there is to it.
Now the TAB key worked and I could bring up the all-important-and-totally-cool Pip-Boy once again. This is just a Quick Tip in Text-Mode only then, but I wanted to get it typed up and posted so that it could start to help out others that have run into this little problem [that seems to occur especially if running ReShade or ENB, in Fallout 4]. HTH

Sunday, June 18, 2017

It's Not Just You™ - Fallout 4 Crashing with NVIDIA's SHARE Game Recorder (Possibly Relating To The High Resolution Texture Pack) [Notification, Text-Only]

Updated 2017-06-19: I found one cause of the crashes with SHARE and Fallout 4 (for me) - The HRTP

Just a quick post to say that, if you are experiencing Fallout 4 CTDs (Crashes To Desktop, where FO4 closes without any messages or anything and you are left staring at your Desktop in Windows), I want to let you know It's Not Just You™ - as I am finding I am experiencing this as well, lately...

I haven't looked into Forums specifically for this, but perusing Forii off and on over the past year or so, where many are talking about Fallout 4 and Crashing, it seems to happen a lot to people anyway, unfortunately. I myself wasn't experiencing this very much, gladly, until just recently when playing FO4 again (and spending way too much time building up Settlements instead of getting Quests done), I was testing out different Game Recording Programs and started seeing this happen.

I'm happily playing Fallout 4, getting frustrated at the Building mechanics or shooting some Raiders attacking my Settlement, when all of a sudden, BOOM - desktop image and icons. No message, nothing. Fallout 4 has closed itself instantly. I of course start it up again and begin to see where I last hit QuickSave or the game automatically Saved for me - but this has happened a few times in a row now where BOOM - the desktop greets me and icons appear. No message, nothing.

So, I tried to pay attention to what I was doing or what was running as Background Tasks - and the one thing I found, that when I changed it, the crashes stopped happening?.. I was recording with SHARE, NVIDIA's new version of ShadowPlay, their game recorder that is included with their Graphics Driver. Interesting. I have up 'till now had no issues with SHARE, enjoyed testing it out, taking Screenshots with it and testing out the various Quality settings and forgetting about all of those tests and never writing about it. It seems to have great performance (very small performance 'hit'/effect) and has a decent amount of options/features.

I then tried some other game recording programs I have purchased over the years, Playclaw, Bandicam, Mirillis' ACTION, and none of them had any Crashing occur while I was using them (although Fallout 4 didn't seem to like to start up with Bandicam running sometimes [but when I started the game first then Bandicam, it recorded fine]). Hmph. That's too bad, I was liking SHARE. There could of course be a myriad of things that could be causing this (I have sometimes run into the game not starting up, with a black screen then shutting itself down again/closing, no matter what game recorder I am using - and again, there are people with high-end Intel CPUs and NVIDIA 1080's with CTDs...); but for me, it seems to be SHARE, at this time. I might go and mention this in the Official NVIDIA Forum, if noone else has recently. Perhaps this is just a temporary issue in this game and their Drivers, in this version.

I am running NVIDIA GPU Driver Version 382.53 in Windows 10 64-bit, on a GTX 1060 3GB GPU, as of the date of this post.

I know this was a Text-Only post, but I took this screenie of the Driver
Version (so I would remember it) and didn't want to waste it


I mention all of this because, I was not really experiencing any Crashes-To-Desktop with Fallout 4 prior to thinking of testing out SHARE for a while, just a bit ago. I am Level 42 in the game, after 'starting out a second time' and enjoying playing again, taking notes and screenshots for some future posts on it, while I slowly build and shoot my way through The Commonwealth... Where was I? Oh yeah, the crashes. It's sad, but I want others to not feel alone. If you are experiencing Fallout 4 closing without any error messages recently, and you have an NVIDIA GPU, just letting you know - It's Not Just You™...



Update 2017-06-19:
I did some more testing and found that I was able to use NVIDIA's SHARE to record with, for quite a long time (hours), when I disabled/uninstalled the High Resolution Texture Pack DLC.
I am not sure if this is the only related aspect to it (as CTDs happen for even GTX 1080 users and higher capability systems than mine and it happens to those not using the HRTP), but for now, it seems that this issue may be directly related to that [for me] as it crashes far more often than without running the HRTP - and I have no crashes when recording with other Game Recorders and The High Resolution Texture Pack...

Is it that the HRTP is 'too much' for my little 1060 with only 3GB of VRAM and SHARE together? 
Is it related to how the game then uses more RAM (I have 16GB of RAM installed) with the HRTP and possibly a symptom of some RAM issues, perhaps?
I'm not sure of a solution yet, so I cannot say - but if you are experiencing this problem of 'Crashing while recording Fallout 4 with SHARE', try disabling the High Resolution Texture Pack for FO4 - it worked for me, just now. (Alternatively, use a different Game Recorder for the time being..). HTH


Thursday, June 08, 2017

Deals And Sales: GOG.com's 2017 Summer Sale Is On Now [Notification]


Just a notification that GOG.com (formerly Good Old Games) has started their Summer Sale for the year, offering up to a crazy 90% OFF some games from their sizeable DRM-free collection [install on as many machines as there are in your household]. Here are a few Deals that I personally am thinking of getting:





Also, with any purchase this during this Summer Sale, you will get the game "Rebel Galaxy" for FREE, as in FREE. Note that you may have to wait a little bit to get it though, due to the popularity of the Sale... I personally did not receive it right away and I emailed GOG.com Support [a great bunch of people] and they had to send me a Code to Redeem for it - apparently there is an error occurring where some people are not receiving their Free Game with their purchase - if this happens, just shoot their Support a query about it and they'll look into it. It might require, like me, that they simply e-mail you a Code/Link to use to get it. It's all good!

Below is an example of their Summer Sale front page (US Prices [via Proxy because I live in Canada, eh]):

An Example of GOG.com's Summer Sale 2017 Prices (USD)

Go and get some games at GOG.com before it's over and have some fun! GOGOGO


[Note: I am not affiliated with GOG.com or Good Old Games, and have not and will not receive any compensation for mentioning them here. I am merely an enthusiastic gamer and fellow customer at GOG and wanted to share Deals that I find with other gamers like me.]

Saturday, May 27, 2017

Free Weekend - Overwatch and Fallout 4 [Notification]

Just a quick notification for those that didn't know, that this weekend is a Free Weekend for two great games: Overwatch by Blizzard Entertainment and Fallout 4 by Bethesda Softworks.
To commemorate this amazing alignment of the planets that these two behemoths occupy, I created this 'Mash-Up' Image Header as a Reminder, which I will release as a Full-Sized Wallpaper, for fans of these two franchises, once it is complete... Soon™


A big fan of both companies' products, I was so excited about it - but I haven't had a chance to play yet! So, I'm trying to help out all of you fellow gamers and notify you that these games are Free and Playable all weekend - including being sold at lowered prices - but it's almost over! Get out there and jump in - and have fun! GOGOGO

See You In The Game!

Thursday, May 25, 2017

Gwent - Playable By All Now As It Enters Public Beta Phase [Notification]

Update: Added Bugs Personally Found - 20170525, Ongoing
Update: Added Example of Patch Notes - 20170526
Update: Embedded The Gwent Cinematic Trailer 'jussferfun' - 20170527

Just a quick notification that Gwent, the Free-To-Play online card game based on The Witcher series, is now playable by all, as it enters the Public Beta phase (Open Beta).

Stress-Test the servers!
Find bugs and improve the game!
Have fun!

https://www.playgwent.com/


From the GOG.com Store Page:

"GWENT: The Witcher Card Game is currently in public beta. The game requires an online connection to play and offers optional in-game purchases. Single player campaign will be added at a later date."

 Example of Changes, Patch Notes by CDprojektRED:


Example of the informative Patch Notes, Updated Regularly by CDprojektRED
(Click to see Full Size)


Here is the Gwent Cinematic Trailer by CDprojektRED:



A First Impressions post on it... Soon™



Possible Bugs I Personally Found/Experienced So Far:

- There is no explanation of the 'red eye icon with the silver arrows above and below it' on some cards (it was not mentioned in the Tutorial and does not have a pop-up information panel for it)
- Some cards do not have an image (Loading Screens, not sure if this is per-screen basis (card assigned to that screen) or the image just does not show/process at random times)
- PASSING once results in continuous PASSING forever (resulting in the loss of the round) [This is Intended perhaps, OnePassToPassThemAll]
- Sometimes, the AI will play a card that is supposed to DEPLOY other cards (as an ability of the card), but the 'other cards' will not show up. Then, later in the same game, it will play those 'other cards' as single cards. (Not sure if this is my misunderstanding of the mechanic, but I have seen the special DEPLOY cards work and DEPLOY the 'other cards' all at one time, which is how it appears that it is intended to work)
- Cannot seem to play Multiplayer with a Friend (Friends List in GOG Galaxy, the client GOG is attaching to the game), clicking on FRIEND MATCH just results in the game 'freezing' for a bit, unable to click on anything
- There seems to be a possible Exploit that is potentially occurring concerning Desynchronization issues (opponents will be losing and cause 'lag spikes' or other communication interference, resulting in the game seeing a difference of information on their Servers and ending the game as a defense mechanism, which causes you to end up "Defeated" automatically)

Bugs/Feedback submitted - enjoying the game otherwise [Single Player is fun, there's tons to learn and look at, the Art is awesome, the Music is awesome, so far this game is GREAT]!


[Note: Trying it out myself, it looks like it needs a GOG.com (formerly Good Old Games) Account to play... I already had an account with them, but wanted to add that I am not affiliated with GOG.com or CDprojektRED in any way and am not receiving any compensation of any kind to mention them here (look at the link above, it does not have any 'affiliate tags' or extra information in it). I am merely a Customer of GOG.com (sometimes they have good deals on their DRM-free catalog) and GOG.com merely seems to be affiliated with CDprojektRED and the release of Gwent.]

Wednesday, May 24, 2017

And More: Revue - Fantastic Four (2015) [Spoiler-Free Review, Text-Only]


I love movies - who doesn't? I like reading Reviews of them sometimes (not all of the time) - who doesn't (sometimes)? Now, while this is more of a game-centered blog [well, supposed to be haha] I wanted to start sharing some Reviews of movies I write, here. Not often maybe - and don't worry, they won't be 'long' [my personal illness along with ADHD takes care of that]. Maybe I'll call them a movie 'revue' - borrowing from the term for 'review' in the sense of smaller summaries, jokes and plays that were based on larger works. Yeah, that's it: The Game Tips And More Blog Presents... fadeawayto...REVUE...fadeawayto...insert-movie-name-here... [Heh. Hmm, kind of cheesy, but not too bad..].


Note: 
All "Revue" articles will be SPOILER FREE (and to help with that, also image-free, other than a Title Screen / Header image) and Safe-To-Read even before viewing [I personally don't like to read Reviews before movies, but I know many do - please let me know if any of my Revues are 'too spoiler-y' and I will adjust them]. Enjoy!



Revue #1 - Fantastic Four (2015)


What an oddly finished product to make an opinion on... I just watched this on Netflix, and while it's not just that the movie feels disappointing, it also left me feeling 'empty' or even ‘sad’ somehow. Like the movie was a small animal that someone found, took in to care for, then forgot it out on the street again later on... That odd mixture of disappointment and sadness is what I came away from this movie with. 

Without getting into the ‘technical’ or ‘background’ details of it (how they handled the Origin Story is what most people did not like, for example), the first two-thirds of the movie is actually not bad, if a little slow-paced. It develops their backgrounds slightly and places them together, trying to get you to have empathy for the characters somewhat. It does in fact feel like a caring hand was hanging over it all, keeping it ‘realistic’ and the work put into that made me ignore the slow pace of the development. The cast themselves by the way, seem like they could become decent actors, but they all feel ‘held back’ and are almost stoic here. 

Then, after about three-quarters of the movie has gone by, they throw everything out the window and ‘chop together’ a 1980’s-quality “battle-with-the-bad-guy” that has none of the feeling of care and pace of the first majority of the movie. Now, I know production houses, crews and casts all have time limitations that put chains on a movie - turning into whips at times, urging completion; but this last section of movie feels like someone forgot about the animal they found out in the wild that they cared for so well up to now and left it out in the elements again... In my opinion, they could have even eliminated the ‘final battle’ and just finalized the development of the Origin of the characters - maybe with some ‘competition’ or other plot point, to end on; at least then, this could be an Origin Only movie and you would be left with some feelings for them after it was all over, not minding 'the wait' until the expected Sequel with 'real action' could come along. 

While the 2005 Fantastic Four is a bit ‘campier’, it still is in my opinion a better movie than this, because of its' overall polish and the mistakes of this one. In the end, I gave this movie, not a Zero like many, but a 2 out of 5 because of the effort that was put in ..at times


Review submitted and published on Netflix


[Personal Disclaimer: I am not affiliated with Netflix in any way, pay my own account with them, and have not received any compensation, in any form, for mentioning them here. I am merely an enthusiastic user of their service; but have also utilized other, similar services as well, such as Amazon's PrimeVideo and Sony's Crackle and other online streaming services. All opinions herein are my own personal opinions and do not reflect in any way, any opinions or influences of the companies, production houses, peoples or persons involved with the projects mentioned (movies). These articles which are "Revue" posts are my own personal ideas/opinions/predictions and are not open to 100% re-posting or re-distribution (please try to stay ~50% re-posting of the text involved). Some Rights Reserved.]

Wednesday, May 17, 2017

And More: Corel's VideoStudio - Crashing When Using 'Open With' To Import Clips Into VideoStudio [Fix/Workaround]


Just last Month, I picked up version 20 of Corel's recently-updated video editing suite "VideoStudio" (nomenclature "X10") and am having a lot of fun learning what it can do and how to do it all (coming from mainly editing videos with Sony's Vegas 'Movie Studio' line of products [now taken over by MAGIX]). However, I quickly ran into a little issue with importing clips using the "Open With" option in Windows and wanted to share what I found...




Normally, in Windows you can 'right-click' a video file and mouse-over the menu option "Open With..", which brings up a sub-menu of known applications, to 'send' the file to ('opening the file with the chosen application'). Doing this, whichever application you select will startup and the file will be sent to it to work with.


However, doing this with a video clip and VideoStudio x10 I found, every time the program would open up, it would immediately 'crash' (close/stop/etc). Hmm... time for some Troubleshooting! I double-checked that the file in question was not corrupted excessively by playing it, testing it in a couple of video/media players, and even tried a few other clips that were 'known good' (that VS worked with before). Each time, using "Open With...", the Splash Screen for VSx10 would show up and then just as the program itself looked like it was opening, the entire thing would crash and show this message:

Example of the "Corel VideoStudio has stopped working" Error Window Pop-Up
when trying to import a clip into VideoStudio X10 utilizing the "Open With" shortcut in Windows


I then went to the Corel 'Official' Fora [Forii?] and did some searching to see if anyone ran into this same issue. Unfortunately, all I could find were people experiencing 'general crashes', that is, crashing and non-starts without it being specifically associated with utilizing "Open With..".

I then decided to try these same 'testing files' on some other video editing programs I have installed, such as Sony's Vegas Movie Studio (now owned by MAGIX, the same company that makes the Movie Edit Pro product line, which I have no experience with yet, at this time). Using the "Open With.." command, Movie Studio was able to open and import all of the video clips without issue - so then, what's up Corel? /tilthead

I thought of trying VideoStudio 'on it's own', not importing or 'sending' anything to it - just opening the program and seeing if it works... Everything opened fine! I was just playing with the program the other day in fact, learning some of the features it offers [I'll have to write a short 'Review' or at least a 'First Impressions' sometime of it]. So why was it being 'fussy' (to use the highly technical term)? I tried opening and closing the program a few times thinking about it, when I noticed that when I opened VideoStudio X10, I was being greeted by a nice-and-helpful "Welcome" StartUp Page...

The "Welcome" Section of VideoStudio
(Click to see Full Size)

Indeed, 'The "Welcome" Startup Page' offers a lot of helpful information on opening VideoStudio. There are Tutorial videos on some of the New Features for that version and even Basic Tutorials and Help File links. But wait - no editing interface! No Timeline, no Media Library to add clips - that's it! That's the problem! I went into the Settings to see if there was a Preferences option where I could set the Section to open VideoStudio to be - not the "Welcome" section, but the "Edit" section - the tab/area where all of the editing/mixing and importing takes place. There it was: Default Startup Page - and it was set to "Welcome Book"...

The Corel VideoStudio X10 Preferences Window
showing the Default Startup Area/Section which is shown when the program starts
(Click to see Full Size)

A simple pull-down menu change to "Edit" and that was it! Now, VideoStudio is opening to the "Edit" section/area every time. So, I tested it out: right-clicking on my video clip and mousing-over "Open With.." and then clicking on "Corel VideoStudio" - it worked! VS opened up and in a few seconds more, my little video clip was right there on the Timeline, waiting patiently to be edited. Woohoo!

Example of Corel VideoStudio x10 Starting Up In The EDIT Section
(Click to see Full Size)


Here is a video version of the steps above, made showing the error when trying to use "Open With..", what happens and how to change it, as well as the final 'working' result of changing the option (after I finally figured out what it was):


[VIDEO NOT YET COMPLETE, IT WILL APPEAR HERE ONCE FINALIZED AND UPLOADED TO YOUTUBE]


Hopefully this will help any of you dear readers, who use VideoStudio and were running into this error/crash/issue when opening clips with VS (trying to use "Open With..").. Enjoy and Have Fun editing your gameplay clips once again!

~Troy from The Game Tips And More Blog



[I'm calling this a Workaround, since this is more of that than a true 'Fix'... It does not solve the base issue of VS not being able to import a clip using "Open With" without taking taking these steps (whether this is more Microsoft's fault or Corel's fault is beyond the scope of this post ...and being more experienced in computer hardware than computer software (programming, etc), I would not have completely isolated the very base cause of the issue anyway - or at least, could not offer a 100% explanation of what is occurring)]


Note: I am not affiliated in any way with Corel and I have not, and I will not, be compensated for mentioning VideoStudio or any other of the products herein, in any way.  I have used other video editing products than these in the past, and will do so in the future, including free editing applications, such as VirtualDub, AviDemux, DVDVideoSoft products and more... I am merely an enthusiastic gamer-and-sometime-editor and wanted to share information that I discover about these products to help other gamers record-and-edit and have fun doing it, if I can do so.

Friday, May 05, 2017

It's Not Just You ™ - Heroes Of The Storm 'Screen Shake' = 'Motion Sickness' (Dizzy, Nausea, Headache) [Notification]


Just a quick post to let others know that - if you are experiencing this phenomenon - getting dizzy or even nauseous while playing Heroes Of The Storm lately: It's Not Just You™... I even whipped up an Example of the effect, for those that aren't quite noticing it:

Example of 'the screen shake effect' I made, in GIF format
(Click to see slightly larger Full Size)

I first came across this in the Official Heroes Of The Storm Forums at Battle.Net. It was originally posted by "Phoenix" a couple of weeks ago, here. Although I have seen it personally in-game (noticed it), I have not suffered the nauseating effects that many may/do suffer with this Special Effect the game offers - even though I have experienced 'game motion sickness' from other games. [I did notice when testing and creating the above Example, that it made me slightly queasy however..]. Mainly, I have 'been lucky' with not experiencing it because I do not normally play the Heroes that have/produce this effect (the 'screen shake' effect). Here is a list of all the Heroes and Spells that can produce this effect, thanks to a helpful post by "Hatsoz" on the Official Forums:


Spells with Screen Shake
Zagara - Nydus Network (R)
Genji - Swift Strike (E)
Sgt. Hammer - Concussive Blast (W), Blunt Force Gun (R), Napalm Strike (R)
Gazlowe - Deth Lazor (W)
Lucio - Soundwave (Q), Sound Barrier (R)
Valeera - Blade Flurry (W)
Zul'jin - Twin Cleave (W), Guillotine (R)
Ragnaros - Sulfuras Smash (R)
Alarak - Lightning Surge (E)
Cho - Upheaval (R)
Karazhim - Radiant Dash (Q) (Only with Volley of Blows Talent Lv. 16), Seven-Sided Strike (R)
Anub'arak - Burrow Charge (E) (Upon resurface)
Li Li - Water Dragon (R)
Diablo - Shadow Charge (Q), Fire Stomp (W), Overpower (E)
E.T.C. - Face Melt (W), Stage Dive (R) (Landing only)
Falstad - Hinterland Blast (R)
Kerrigan - Impaling Blades (W)
Muradin - Thunder Clap (W), Dwarf Toss (E), Haymaker (R)
Sonya - Ancient Spear (Q) (On Hit), Leap (R)
Stitches - Slam (W)
Tyrael - El'druin's Might (Q) (On sword landing), Angelic Flash (Q) (Teleport to sword), Judgment (R)
Uther - Hammer of Justic (E), Divine Storm (R)

Heroes with No Screen Shake
Valla
Tyrande
Lunara
Kael'thas
Zeratul
Cassia
Probius
Varian
Samuro
Zarya
Auriel
Gul'dan
Medivh
Chromie
Tracer
Dehaka
Xul
Li-Ming
Greymane
Gall
Artanis
Lt. Morales
Rexxar
Leoric
The Butcher
Johanna
Sylvanas
The Lost Vikings
Thrall
Jaina
Azmodan
Chen
Rehgar
Murky
Brightwing
Tychus
Abathur
Arthas
Illidan
Malfurion
Nazeebo
Nova
Raynor
Tassadar


I experimented with every single Graphic Setting available in the game (eventually running it on the Lowest Possible Settings) and could not find a Setting that disabled this effect.... I first tried Physics, then other effects-affecting settings, such as Shader level, and more, until everything was at the lowest possible Settings and still the effect appears in-game.

I even looked through the game directories (folders) for some sort of editable configuration file, but the only ones present were 'protected' by Blizzard, by being compressed or encrypted in their own proprietary encapsulation of some sort (which renders the files not easily readable or editable by normal means - this is understandable, as they do not want their game easily 'hacked' or negatively affected by end users).

So, for now - unfortunately - there is no solution for this, for sufferers of this effect. The only recourse, until Blizzard puts in an option to Disable Screen Shake, is to avoid the Heroes that produce this visual effect.


Just letting Sufferers know: It's Not Just You™!


[I will try to remember to return to this Post and Update it once Blizzard adds this option - or a workaround is found]


Tuesday, May 02, 2017

In One Sentence™ - Heroes Of The Storm - Hero Overviews [Very Short Reviews Of Each, Currently Text-Only]

[In light of the recent 'Heroes Of The Storm 2.0' release - even though this was a 'work in progress' since I started playing 'Heroes' again a bit ago and it is not fully compiled yet - I wanted to get this hopefully-slightly-helpful information up right away for everyone... So here it is - being added to as I complete it but without any Screenshots yet - I am collecting some together and plan to place them in-line within ...Soon™]


Update: Last Added - Arthas on 2017.05.04



In One Sentence™


A Heroes Of The Storm

Hero Thingy Overview  


By: The Game Tips And More Blog


Presented in Alphabetical Order, in a Document-sorta-but-not-really format



[Initially, was invited to the Heroes Of The Storm Beta; but was not able to play much at the time and so I didn't write about it much back then. I did work on a few articles, such as this one, adding to it the bit that I did play. Only recently (before I knew about "Heroes Of The Storm 2.0") I got back into this fun game, tallying up my own opinions and favourites, of each and every hero in the game. Seeing "Version 2.0" come along, I felt that, even though I have not fully compiled every singly hero yet, I wanted to share what I did have done, so that everyone - and especially newcomers to the game - could get a quick idea of each Hero and how they played in the game, helping them make a choice as to which one to try. I will be returning to this post and adding more Heroes as I play them... I hope you enjoy these little snippets of info for each one - and See You In The Game!]





Rating Key (if applicable to Hero, when used):

* = Heroes I ‘Liked’ (fit my personal playstyle(s), or is unique in some way)

** = Heroes that are A Personal Favourite (I myself would play often or ‘mainly’ would use (may not match your individual preferences dear reader, this is just a Personal Rating of mine))






Auriel = Finding myself playing more offensively than defensively with this Hero, I enjoyed her AOE and healing capabilities.


Alarak = With skills focusing on mainly attacking Heroes, in the right hands this high-damage-potential Assassin could be quite deadly.


Artanis * = Another Hero with skills focused on killing other Heroes, Artanis comes with high damage output potential - and although I was left feeling oddly ‘limited’ playing him, Artanis was fun to play overall.


Arthas = A mobile tank - big, tough, but a little slow [in my opinion] - with some light healing (and the possibility to heal yourself) and some nice offensive moves as well, Arthas can become quite competent in The Nexus.


Azmodan ** = This large and lumbering behemoth is capable of dealing out huge damage as a "Ranged Specialist" - just be careful as you have fun creating your own armies on the way to dish it out on the enemies’ base, as you are also a ‘heavy target’, so to speak. A Personal Favourite.


Dehaka * = With deceptively simple gameplay [or is that ‘deceptively difficult’?], high damage output potential - and with the ability to ‘tunnel to any bushes on the map’ instead of a mount [with a cooldown], this Hero has some nice unique gameplay to fiddle around with in The Nexus.


Diablo = Huge and tough - as he should be - with some care taken and strategy used, this "Melee Warrior" will be a force to be reckoned with.


E.T.C. * = With strong yet simpler gameplay, ETC and his unique ‘rocker’ attitude is a fun handful of Tauren to Melee with.


Gazlowe ** = With the ability to plop down temporary turrets and shoot what eventually becomes HUGE DETH LAZORZ - not to mention being able to recover Scrap Parts for mana - Gazlowe The Goblin Engineer, though more complicated than many Heroes, was a joy to play and kill with. A Personal Favourite.


Jaina * = With straightforward damage and easy gameplay, Jaina The Mage is fun to use and fun to take out other Heroes with ...if mages only had Unlimited Mana [in any game]…


Johanna = Johanna The Paladin is a little more difficult than most melee Heroes - she is far more offensive than defensive as I first thought she might be - with many life-saving capabilities, in the right hands she could be quite a formidable Hero to run with.


Leoric * = With the unique ability to ‘remain undead’ and re-spawn wherever you desire after a time, along with simple melee gameplay, this Hero was neat to play - in the right hands perhaps this one could do a lot of damage in The Nexus.


Lunara = With mainly indirect damage (DOT or Damage Over Time), this Hero was difficult to gauge; with the ability to always move faster than most Heroes (not needing a Mount) and her ranged attacks, perhaps in the right hands she could be quite effective.


Malfurion** = A multi-faceted Support Hero with both healing and offensive capabilities, if you like to play Support in other games (such as an Engineer, or Medic/Cleric), this ambidextrous Hero should be fun for you to play in The Nexus. A Personal Favourite.


Probius * = If I had to sum up Probius I would say words like ‘difficulter’ (because I say that’s a real word now) ...and ‘cool’ …and ‘overpowered’ …and ‘work’ ...and ‘cute’ ...and ‘fun’ ...and…other words like that with ellipsis between them.


Raynor = With simpler gameplay and the ability to buff any allies around you - along with the possibility of some light self-healing - Rayor the "Ranged Assassin" is a helpful addition to play in The Nexus.


Rexxar ** = If you’ve ever wanted to handle two Heroes at once, now you can with this ‘hunter-pet’ combination which promises good damage output and a lot of fun - if at a slight cost of easier gameplay. A Personal Favourite.


Samuro ** = If you like to be stealthy, confusing opponents and striking from the shadows, this is a fun Hero to do all that and more with. A Personal Favourite.


Sgt. Hammer ** = This spunky Ranged Hero in a Siege Tank has huge long-range capability - if she can be handled with caring hands. A Personal Favourite.


Sylvanas * = Capable of not only high damage but also ‘converting’ mercenary units to your side, this "Ranged Specialist" also has sleek gameplay and a powerful (translation: annoying to other people) Mind Control ability.


Thrall ** = Fast melee and a bit of spellcasting - along with being easier to play - makes this Hero a fun brute to run with. A Personal Favourite.


Tychus = With good offensive capability, this Hero is easy to learn and practice with.


Valla ** = With fast and smooth gameplay that is fun and easy to get used to - especially if you have played The Demon Hunter in Diablo III as many of the Demon Hunter ‘basic moves’ come into play in The Arena. A Personal Favourite.


Zul’jin ** = Focusing on Ranged damage and even doing more damage as his health lowers, this Assassin felt like it could take out both Heroes and swaths of mercenaries with ease, thanks to his light self-healing - just don’t get caught surrounded while trying to do the highest damage possible! A Personal Favourite.





Repeat  of top comment: [In light of the recent 'Heroes Of The Storm 2.0' release - even though this was a 'work in progress' since I started playing 'Heroes' again a bit ago and it is not fully compiled yet - I wanted to get this hopefully-slightly-helpful information up right away for everyone... So here it is - being added to as I complete it but without any Screenshots yet - I am collecting some together and plan to place them in-line within ...Soon™]

Saturday, April 29, 2017

And More: "An Internal Error Occurred When Overlapped Buffer Is Full" in VideoStudio X10 [Error Workaround]

[This post is currently Text-Only for speed of Posting. I may return and add example Screenshots and more, Soon™]


Update 2017-05-02: While not a 'Fix' for this issue, I have done more testing and found what is essentially the issue

Go to "Update 2017-05-02"


Just a quick bit of information, for those using Corel's VideoStudio X10 to edit and render their video projects and running into this error...

I was working on trying to finish some of the many, many, many projects I have in various stages of completion, and ran into an odd error when trying to render a Project in VideoStudio X10. The error said only:

"An Internal Error Occurred When Overlapped Buffer Is Full"


This is somewhat odd, as this is more of a generic Windows Application error than it is a VS (VideoStudio) error. So, I went to the Official Corel Support Forums and did other online searching...

I found a lot of people who have experienced this error, but none that had any solutions, sadly.
So, it was Time To Go Troubleshooting! /maskandcape

Now initially, I was trying to render in 1080p using the more common MPEG-4 Part 10 (h.264/AVC) format. VSx10 offers GPU-acceleration (where it utilizes the power of the videocard), like many video editing programs do these days, to help render and compress the output - and the quality of MPEG-4 can be quite good for the size, when it comes to compression.

BOOM, the error pops up, interrupting the rendering process.
Okay, time to see what could be causing it.

First, I tried to render in the other Formats that VSx10 offered (MPEG2, WMV, etc) and nothing would finish rendering without this error - except for Windows Media Video format (WMV).

Since WMV does not require GPU-acceleration to render, I disabled all GPU-powered optimization in the Preferences of the application (disabling 'hardware acceleration' where I could). I was hoping this would render with other formats without acceleration (MPEG-4 does not 'require' hardware acceleration, for example, but it renders much faster with it). Still, the error came up in any other format than WMV...

So, to dig in a bit of a different hole than the WMV format to find answers, I took out all elements of the Project except for the first video files (taking out the audio files, the Text added, images, etc) and tried to render again. It worked!

I then added in the Text elements (made with Corel's built-in Title tools). It worked!

Since it worked with Text and all video files now, I added in the Audio Files.

BOOM, the error popped up again.
That's okay, it's progress - now we know that something related to the Audio is having troubles.

I was looking at the Audio Files and noticed that I had some 'Audio Filters' and 'Speed/Time-Lapse' adjustments on them (to help them synchronize somewhat in the Project), so I took those effects out and tried to render again. It worked!

Okay, so since it works with the Audio Files present - without 'FX' on them - then it might have something to do with the Filtering/effects...
I enabled only the Speed/Time-Lapse adjustments and left out the Audio Filters for the Audio Files that utilized them. It worked!
I then enabled the Audio Filters again and BOOM, the error reared up and roared in my face.

So, it appears that there may be something with the Audio Filters in VideoStudio that does not play nicely when you go to render the Project (for those experiencing this problem..). Nothing but WMV would produce output for me, at the time of this posting (this is with VideoStudio X10 Service Pack 1).


My advice then, is to try to utilize audio files that do not require Audio Filters in VSx10, for now (until the source of this problem is fixed in full).


If you must apply some sort of affects or filtering, there are many audio editing tools out there that can be used, at least until this gets looked at/fixed someday. Some suggestions off the top of my head are:


  • Sony's Sound Forge (recently acquired by MAGIX, I think).
    This is a pretty capable application, with lots of effects, pitch shifting, fading and filtering available - I have used it a lot in the past when it was run by Sony. It costs some money, however.
  • Audacity.
    This is a free (Open Source) audio editing application that is popular and has many of the features and filters that Sound Forge has - I have used this too, before I could afford to buy any editors at all.
  • Adobe Audition.
    Adobe acquired the older-but-popular Cool Edit Pro audio editing program, which I personally used to use and like. I have not used it since Adobe took over, so I cannot vouch for how this one is - I assume that it is similar to how CEP was - which was quite capable. It is not free, however.

For now then, I will bring this up with Corel Support and see what they have to say about it - until this gets 'fixed', avoid utilizing Audio Filters in VideoStudio, if you can - for now...


Hopefully this information will be of use to those who, like me, were running into this annoying error in an otherwise decent video editing application - and hopefully it gets fixed soon!



If I remember, I will come back and Update this Post when a 'Fix' has been released!







Update 2017-05-02: While not a 'Fix' for this issue, I have done more testing and found what is essentially the issue with Corel's VideoStudio x10 and how it handles some Audio formats (sample rate / bit depth). I am in contact with Corel Support at this time via e-mail, discussing this issue.





Here is what I have found after further testing:


I did some further testing on the audio files, looking at their specific properties. 
I found that the files giving this error were in 24bit depth, 96000Hz format. 

Just to experiment/investigate, I converted the audio file to 16bit depth, 44000Hz format (Standard Compact Disc Audio WAVeform format) and it worked! 

Here is what I found then, during more testing on the bit depth:

- 16bit audio file = Audio Filters and Speed Adjustment can both be used at the same time
- 24bit audio file = Only one or the other can be used at a time

Both Audio Filter and Speed Adjustment added = Error with 24bit audio file at 96000Hz sample rate
(I found that the 24bit depth audio files were also 96000Hz..)

Testing 24bit audio files at 44000Hz resulted in NO ERROR = it worked
(when using both an Audio Filter and a Speed Adjustment at the same time)

The error was repeatable however, with a 96kHz 24bit audio source file (having both a 'trouble' Audio Filter (one of those three listed above) and a Speed Adjustment on it).

Although this is not a 'game breaking' issue (I personally don't mind converting any of my 24bit audio source files that are at 96kHz into 16bit depth versions but it is more work), this may be an issue for more novice users, who may not know how to do so. 
[Hmm, maybe I will make a Quick Tip on this, to help those people out...]

Related to this, many commercially available Samples (sound source files) are distributed to the customer as 24bit audio files, for higher fidelity. 
(Example: I purchased Sample Packs from Sony Creative Software and they came in a bundle as 24bit audio files. Another purchased Pack from BigFishAudio also had the source files being delivered as 24bit sources)
If any of those are at 96kHz (I see that most are at 44kHz anyway...), then it may bring up this issue. 

I realize too that it may be my machine, or my specific combination of hardware, interacting (CPU/Sound/etc) and also there does not seem to be many 96kHz 24bit audio files floating around in general usage (from what little I have seen, perhaps there are, but as I stated above, commercially-purchased packs seem to come in 44kHz 24bit format, at most).

Although this is not a 'Fix' directly dear readers, hopefully this information can help you VideoStudio users to avoid it, 'stepping around it' at least, for now - and perhaps this testing and information can even be utilized improve VideoStudio for the future... (I am in contact with their Support now, discussing these occurrences).





[Note: I am not affiliated with Corel or any of the other companies mentioned herein. I have not and I will not receive any compensation of any kind, for mentioning VideoStudio here. I am merely a user of the product and have used many of the other products mentioned above, including other video editing programs, not omitting Open Source / Free applications. I simply share information I have discovered, in hopes that it will help others.]

Wednesday, April 26, 2017

Quick Tip: Heroes Of The Storm 2.0 - Where To Choose Skins, Mounts, Announcers And More [Interface Change]


Yesterday, Heroes Of The Storm "Version 2.0" came out - and along with it a bunch of changes and additions, breathing some new air into Blizzard's MOBA entry. I have been having fun playing it off and on, discovering the changes and new progression system. I am working on a First Impressions/Overview of '2.0' - but before that, I wanted to quickly make a Tip about something I am seeing a lot in the General Chat in HOTS: people asking how to change the Announcers, Mounts, Skins and other new additions, as the new UI has changed things a bit...

In 2.0, right away you will see that things have changed, as the Main Menus themselves have moved around and information is in different places. For example, the Shop link/text at the top of the screen is gone:




Here is where the Skins, Mounts, Announcers, etc can be located now:

The Loadout button (first one on the bottom, far left) has combined the "Heroes" and "Mounts" buttons and now holds all of the settings for the currently selected Hero. Here, you can choose the Skin, Mount, Announcer used and other new additions via the sections within the Loadout (you can even save Presets of combinations you like). 

Here is a 60-second tutorial showing where it all is, in Heroes Of The Storm 2.0:




That's it for this Quick Tip - it was just something fast because I have seen it asked a lot in the General Chat lobby lately - have fun in Heroes 2.0!

Friday, April 21, 2017

Deals and Sales: Saints Row 2 and Syberia II, TotallyFree™ [Notification]

Update: As of Sunday, April 23rd, Saints Row 2 is no longer available for Free, but Syberia II still is

I haven't been feeling too great lately (hence my not posting for a while) - but I wanted to make sure and come and get a quick notification out, for those that don't know and are interested - that I saw two games being given away TotallyFree™ right now:

Saints Row 2, the open-world, GTA-style Action game is at GoodOldGames (now just GOG, they also offer newer titles these days), found at GOG.com

and

Syberia II, the third-person, mouse-driven Adventure game is being given away at Origin's "On the House", found at Origin.com

Both are completely free, so go get them now! GOGOGO


[Note: I do not get any compensation in any form for mentioning these games or companies here (there are no 'referrals' or 'trackbacks' in the links above); I am just a gamer who likes to share things I figure out and find on my own here, with you, other gamers... Have fun!]

Tuesday, February 14, 2017

It's Not Just You™ - Mirillis' ACTION Crashing On Startup After 2.2.0 Update [My Issue Fixed with 2.2.1]

Just a quick post, to let those of you using the game and desktop recording application ACTION! by Mirillis know that a few days ago (on February 10th, 2017) the program was Updated to version 2.2.0. I enjoy testing out ACTION! as it has good performance - I purchased a License for it a while back and I want to do a 'Game Recorder Comparison' for The Blog which includes it as 'one of the contestants' here someday "Soon™" - but for now, I wanted to let other users of it know that ACTION! currently seems to be crashing after this latest Update...

Example of ACTION! currently crashing on Startup as of the date of this post.
GFX (GeForce eXperience, my abbrev.) shown in the background as having the Latest Drivers.
Click to see Full Size.

Now, this may only be NVIDIA GPU owners - I recently received a shiny new GTX 1060 GPU for Christmas from Santa and was testing out some game recording applications off and on - and found that ACTION! is crashing. Steam users are talking about it as well, as they seem to be having the same issue [my version of ACTION! is the Standalone version]. *Note, I am not "Joker5", one of the users mentioning this issue, in the Screenshot containing the Steam Activity Feed about it, I did not make a comment on the Feed at this time

While I am sorry to say that I do not have a Solution or Fix at the moment (I usually put "[Fix]" or something similar in the Title if I do), this is just a quick post to let other users of Mirillis' ACTION! know that - if you are having 'crashing-on-startup' issues at this time - It's Not Just You™...




Update 1 (2017-02-14):
I did eventually get the application to start, but it took six tries/restarts to do so. I will Update this post when a more permanent fix/update is known

Update 2 (2017-02-15 AM):
There is a new version of NVIDIA drivers released (378.66 dated 2017-02-13), but after installing them, now ACTION gives an Error 104 about half the time when starting it up... I purchased a Commercial Use License for ACTION a while ago, and made no changes to my firewall (the error is related to those aspects) so this should not be happening. I may contact Mirillis or post in their forum, etc. to see if this is related and/or notify them of this
Example of an Error that was occurring with ACTION version 2.2.0 showing NVIDIA Driver version in GeForce Experience
Click to see Full Size

Update 3 (2017-02-15 PM):
There was just now an Update released for Mirillis' ACTION (version 2.2.1, released today, 2017-02-15)
Update 2.2.1 notification message at the bottom of the ACTION! interface
Click to see Full Size
I have installed this new version and tested it - and it runs without issue - I have closed it an opened it numerous times now, without any problems. Here is a Screenshot of it starting up:

Screenshot of ACTION! version 2.2.1 starting up in Windows (including a wide-angle Desktop Wallpaper I compiled from multiple screenshots, with customized logo, I will make these available in the future)
Click to see Full Size
Using this version now, I went and looked at the Changelog for it (History of Changes and Updates to the program). Here is the Changelog for this version:


It is the first item that I find interesting, as I recently was testing out a 'Razer Surround Pro' audio device that came with my Gamepad - and as a result of porting audio through that device, there are no longer any Audio Devices listed as operational in the Recording tab of sound devices in Windows. Here is what my list of input devices look like now:


I only mention this because it is interesting to me [I wonder how related having no Input Devices was, to the issue I was experiencing (along with others, according to their forum and Steam Feeds), with ACTION - prompting this Update? I don't know the answer, of course, I am not a Developer or Programmer for Mirillis... I am merely thinking out loud. Wondering, heh].

Regardless, if you have run into this issue, it seems to have been solved by this update that 'just' came out - go get it - hopefully it will fix any issues for you too. Way to go, Mirillis - keep it up!



[Personal Note/Declaration: I am not affiliated with Mirillis or any of their products in any way (look at the links, there are no 'affiliate links' or 'tags' in them) and have not and will not receive any compensation in any form, for talking about ACTION here. I am merely a user of their program and wanted to share this information to help others. I have also utilized other similar programs in the past (such as FRAPS and Bandicam, free recording programs like OBS and MSI's Afterburner and more) and will use any of these products in the future]