EDIT: Forgot to ask from your previous post...
hopefully fit into a single-layer 4.2GB disk
Is there an actual benefit to using a single layer disc for USB loaders and/or Dolphin?
Again, the only file size-related benefit I know of is that FAT32 (commonly used by USB drives) is limited to 4.0GB minus one byte (AKA 4,294,967,295 bytes), so wbfs games tend to be split into multiple files when going above that limit.
I don't suppose you're mixing up the file size limit of FAT32 with that of a single-layer disc? This is an important distinction because you can definitely have a single-layer disc that is still split into 2 wbfs files on a FAT32 USB drive.
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I haven't tried out mkvtoolnix yet, but I'll try doing some tests with it.
For similar reasons, if you end up
not just re-packing the SFD video into an MKV and actually doing some sort of re-encode like your SFD -> MPG -> MKV, you can skip the SFD -> MPG step and instead encode to a much newer
lossy format during the SFD -> MKV step whether that be h264, h265, etc
For example, in VirtualDub2, rather than selecting
lossless on the x264 configuration window under "Rate control", set it to "
Single pass - ratefactor-based (CRF)" and set it to some value and experiment with the resulting file size (smaller value = larger file size & higher quality), and the same stuff that a slower "Profile" will also give higher quality also applies; also for non-lossless it can be ideal to set the profile to "
High" instead, and make sure it's also set to
YUV 4:2:0 rather than RGB!
You might also get a bit of a "free" quality boost without taking any longer to encode if, on VirtualDub2's
Video ->
Compression selection window, you instead select x264
10 bit - H.264/MPEG-4 AVC codec; other than that everything I just said in the paragraph above applies except that the profile needs to be set to
High 10.
Speaking of which, also on VirtualDub2's
Video ->
Compression selection window, you can instead select
FFMPEG / x265 for results that give better quality with a smaller file size in exchange for longer encode times.
you have a more trained eye when it comes to this sort of things.
Err... kind of. It's mainly audio that I have an ear for this sort of thing (I've been able to successfully ABX things multiple times in a manner that "rational" audio experts on the internet would proclaim to be straight-up impossible) and the methods for preserving audio quality just happen to generally apply to video as well. Furthermore I have an eye for motion resolution which is why I was able to see the judder from the dropped/repeated frames instantly, but still-image resolution is... definitely not as much of a strength of mine.
I do actually know a guy that
very much has a strength with still-image visual acuity from the Fate/stay night Ultimate Edition project... I could ask him, but I'm a bit concerned about whether it'd be rude of me to ask as this is extremely off-topic in relation to that and, unlike another member of that team who's been there for a couple of years now that I've previously asked about various unrelated Linux things (cause the guy is like a Linux guru), the "visual acuity" guy has only been on the project for a couple of months.
Nevertheless, I am definitely a bit OCD with regards to maximizing visual quality for a given file size (e.g. I'm the kind of person that encodes using the "placebo" preset), and I know that encoding to a non-lossless format twice (whether its MPG, non-lossless x264, etc) will definitely hurt that... whether it's to a level that a human can actually perceive is a different story though.
At least for stand-alone playback (I used mkvtoolnix to put it into an MKV and then played that MKV in MPC-HC) the motion resolution looks perfect.
For reference, one "trick" I do is actually apply motion interpolation via SVP with its settings absolutely
cranked while outputting to a CRT monitor refreshing at 120Hz. This did get me kind of wondering about if the Wii would be capable of decoding 60fps CG movie cutcenes... (it's my impression that it's all being decoded in software by the not-exactly-fast CPU, hence why they're using the old MPEG1/2 video format).
Regardless, I know that some people (such as my sister) dislike high framerate cinematography despite being fine with 60fps for in-game gameplay so, even if it's something worth pursuing (in which case it'd probably be best to use RIFE for the motion interpolation), it'd probably be best to get the base mod sorted and out of the way - especially since higher framerate video tends to require higher bitrate and therefore larger file sizes as well.
All of this similarly makes me wonder if the game engine could handle higher-resolution CG movie cutscenes (such as being upscaled using something like RealSR) if the game were ran in Dolphin with IR scaling set to a value of at least 2x, or if the game always just outputs at 640x480 for those CG movie cutscenes. Similarly to the frame rate, there's also the performance decoding concerns (though technically in Dolphin you could crank up the CPU clock override, but that also might have the chance of breaking in-game stuff).
One thing I do know however in terms of general video decoding performance is that, at a given frame rate and/or resolution, encoding a video to a lower bitrate will reduce the CPU requirement to actually decode that video (similarly, increasing the bitrate will increase the CPU requirement to decode it).