But actually aside from the example in the article being rather silly I believe that something we could learn from this as developers is that in some situations it might be valuable for us to record our monitor with a high speed camera and look at it slowed down.
This mainly has value for game development I think, but other programs that feature a lot of animation could benefit from it as well.
When I say “high-speed camera” you might think of cameras that cost in the range of hundreds of thousands to millions of dollars but actually from what I’ve seen on YouTube even a camera that would capture some hundred FPS could provide interesting insight. Preferably at a not too low resolution though. Some cameras like that exist for the price around some hundreds to under a couple of thousand dollars. It might be worth looking into. And let me know if you find one that seems especially good and with not too big of a price tag because I am looking too and haven’t found quite the perfect one yet.
Btw it probably helps if you have some other intended use for the camera as well like for example to take photos and pictures of things in the nature.
I normally write my CSS transitions [1] at 3-5x the time they will be in the final version. So if I intend for `transition: all .3s ease`, then I'll write `transition: all 1s ease` and test it like that. I actually try different speeds, first a decent one (2-3x) not to be slowed down and then a slower one (~5x) to make sure it is works as intended. I've found this much easier to debug and find issues.
The only problem with this approach is that, since you are making things in slow motion, it's easy to over-animate things and make it look messy on normal speed. So just compensate for that and everything is fine.
Yes that’s true. However I think recording full game play on high speed video could be useful as well because then you can jump straight to some point and also if you watch the whole thing at normal speed you might notice something and then you can go back and look at it in slow motion and then once you have identified it you can investigate that part or situation with in-game frame stepping and code debugging.
Depends on how intensive your game is and how fast your computer is and how much memory you have and so on. Personally I can not afford a top-of-the-line computer.
I meant after processing. The stuff that comes out of the monitor end of the graphics card isn't going to be affected by processor speed or memory, its just raw data being sent to the monitor (unless my understanding is way off).
Speaking of which, do you know if it’s possible to start and end recording in slow motion immediately instead of it starting and ending at normal speed with transition between?
Also when I transferred videos from my iPhone to my computer and watched the videos in VLC they played back at normal speed so I guess the slow down is actually recorded as meta-data either inside the video or someplace else in iOS so that it is non-destructive. In turn of course that means that I can watch the whole thing on the computer at any speed I desire but when I talked about the normal speed stuff I mean when I watch it on the phone itself.
This mainly has value for game development I think, but other programs that feature a lot of animation could benefit from it as well.
When I say “high-speed camera” you might think of cameras that cost in the range of hundreds of thousands to millions of dollars but actually from what I’ve seen on YouTube even a camera that would capture some hundred FPS could provide interesting insight. Preferably at a not too low resolution though. Some cameras like that exist for the price around some hundreds to under a couple of thousand dollars. It might be worth looking into. And let me know if you find one that seems especially good and with not too big of a price tag because I am looking too and haven’t found quite the perfect one yet.
Btw it probably helps if you have some other intended use for the camera as well like for example to take photos and pictures of things in the nature.