Rendering from rFactor2 to YouTube

closeThis post was published 5 years 4 months 29 days ago.
Information might not be up-to-date.

The main problem YouTube has with racing videos (of any type) is that there is constant motion – and fast motion at that. YouTube has a specific bitrate, and this means that slower movement gets more attention (and will appear sharper) than fast movement. In a racing video, every pixel needs to be updated, with every frame, so you usually end up with a grey mess instead of textured asphalt.

Many times I would render a video which looked stunning on my own machine, but YouTube would trash it. It took me a long time, and lots of experimenting, to get some settings I am satisfied with. It has been quite an annoying experience, and perhaps is one of the times I realized just how utterly annoying computers can be when there is so much choice in codecs and formats.

I capture from rFactor2 using an Avermedia C985 card. I’ve tried other software and hardware, but the realtime recording from this card gives me the best raw video to work with.

I render with Sony Vegas. Their software is extremely powerful, and the Studio versions are nicely priced. I picked up my first Studio version on Amazon for just $33, but have since upgraded to Pro. If you decide to buy any version, you may find an older version cheaper than a current one (they don’t improve it a lot between versions). I was also able to buy an upgrade version of Pro, and this upgrade worked from a Studio version – I thought that was a bargain!

New Project settings in Sony Vegas Pro 10.

Once your project is setup, drag in your media clips and then right click on them (you can select them all, then do this via switches, too). You’ll see the menu below. You need to disable resample for each clip.

You need to do this for each video clip on your timeline.

When rendering I use the VfW x264 64bit codec. If you have a 32bit system, you need the 32bit codec!

Select ‘Video for Windows (*.avi)’ beside ‘save as type’ (VfW = Video for Windows), then select a HD 1080-60p or 720-60p template. After that, click custom and adjust settings like this (adjust 1920×1080 or 1280×720 depending on your source capture):

I enter 'disable resample' in the comment box to remind myself only.

Click configure on that page for the x264 settings, and adjust like this (14 gives a LARGE file and can take a long time for YouTube to process. 16 is also OK, 18 is when I can notice the loss easily):

'Zero Latency' is very important, without it my audio was out of sync.

I just use Uncompressed PCM, 48000Hz, 16bit, Stereo for my audio. Depending on your sound setup, you can play around with that tab.

On the project tab I just set Video Rendering Quality to best. That’s it. Click OK and render your video.

2 thoughts on “Rendering from rFactor2 to YouTube

  1. Hello i really like your videos, i´d like to ask something.
    1.- Seems like you have very good frame rates in game, im running a single screen GTX 580 and i get around 90-100 with everything maxed out. However im used to 120+ at leat to get a smooth gaming experience. What setting would you recommend tweaking in order to get higher fps without sacrificing a lot if image quality?

    Thanks

Leave a Reply

Your email address will not be published. Required fields are marked *

Racing Simulations Category Information

I grew up in a household where waking up at 2am to watch races in Australia or Japan were the norm. We were huge fans of motor racing, so playing racing games seems like a natural extension of that.

My first racing game addiction was with Geoff Crammond's 'Formula 1 Grand Prix' released in 1992 on the Commodore Amiga. This game kept me going for a long time thanks to various editing tools which were available, and I continued to play it until I owned a PC. After that, I played through most of the Papyrus and Image Space Inc. titles, but have most fond memories of Grand Prix Legends.

I founded a major sim racing site that led to my employment at iRacing, Image Space Inc. and later on, Studio 397. The difficulty in working in the industry is how little time you often have to play your own games. Quite often I escape with space games instead!

Left: GP cars at Silverstone in rFactor 2.

 
 
twhtly

Twitter  Twitch  YouTube  Flickr

Tim is British and lives in the United States with his wife and kids.

He works for software developers Image Space Inc. and Studio 397 on their racing simulations, and is a fan of Gaming, Motorsports, and photography.