• 4 hours

    As much as everyone likes to trash on it, this is part of what webp is for. Animated, loopable images at super small sizes that display on just about anything that runs a browser.

  • 7 hours

    Most people do this:

    ffmpeg -i video.mp4 output.gif

    …no, most people have never heard of ffmpeg and throw it in an online converter.

      • 1 hour

        Definitely, but then it’s on whoever made the web tool. Still not “most people”.

  • 13 hours

    Don’t get mad at people for using logical command line switches.

    Get mad at ffmpeg for trash defaults.

  • 1 day

    Please stop making gifs at all. It’s a terrible format that creates massive files that look like shit.

    Webm is supported almost everywhere now and manages better quality at higher framerates and smaller file sizes.

    • 5 hours

      I used to love optimising images in gif format. I would make like 4–30kb memes and animations for my friends in Photoshop CS2. It’s actually extremely efficient and lightweight if you do it right… You have cool tools like transparency between frames and unbroken colour blocks don’t take any additional storage space. There’s nothing wrong with gif.

      The problem is how people use them. We take a live action video file and shove it through an automated converter tool that doesn’t give a shit about efficiency and will do a complete repaint between frames and use 256+ colour palette. Then you end up with an ugly dithered overcooked piece of shit 50mb 10 second animation. Gif was not designed for this…

    • Problem is the medium people use to send GIFs to each other doesn’t support any alternatives

      • 3 hours

        Discord, Signal and Whatsapp all let you send any video format I’ve ever tried. I presume the same is true for Messenger and whatever else people use to communicate nowadays. I genuinely can’t think of anything that would support GIF but not various video formats.

        • That works out if you’re from Europe or somewhere else where using third party messaging apps is common but in the US we primarily use text messaging apps which don’t really support webm or avif

    • 23 hours

      Counterpoint: GIFs loop by default in basically every app, WEBM doesn’t

      • 16 hours

        Can just use avif instead, it holds an AV1 stream and acts like gifs/images do WRT looping — also very broad support (more than AV1 in WebM containers).

        Demonstration:

        Image

        Edit: switched to an example with simpler decode requirements.

        • 4 hours

          Your example image doesn’t work in boost while the gif above does :/

          • 5 hours

            I do regularly. However apple users are largely the bane of this. Apple’s support for things can be very slow and spotty. As long as you keep it extremely old and basic. Say h264 they’ll be able to see. A lot of apple mobile devices could support h265 but apple doesn’t. My last couple of mobile devices have supported it for nearly a decade. But apple enabling it on their mobile hardware hasn’t been anywhere near that long. Apple will hopefully have AV1 support common by the time AV3 is released and AV2 widely supported by the 2030s.

              • 5 hours

                Oh yes with respect to Avif you are correct. I was more referring to multimedia messages in general. But you are correct about Avif. That format in particular is not well supported a lot of places. I know Linux is probably one of the few areas it sees much. Windows is a much different story and I’m sure Apple desktops as well.

        • Works great as a static image. Would probably be better if it actually played…

          • 2 hours

            That’s caused by bad regex in the app, it’s getting confused about domains.

            e: attempted fix by using an aliased domain.

        • Your demonstration is a sluggishly loading static image on my end, so I guess support isnt that widespread :P

          (Im using the app “Summit”)

        • It’s unfortunately not that simple. The AVIF doesn’t load at Jerboa, for example :/

        • 21 hours

          (on Arctic on ios) the uploaded image displays as a static image for me. Even clicking on it and waiting, it doesn’t seem to animate :T

          Edit: I checked again through the Voyager app, and it did indeed load, though it took around 45-60 seconds* for it to get through the entire animation before it started looping again, albeit at the same speed as the first playthrough.

          I chalked it up to the outdated hardware, as you mentioned in your reply. Cheers! :)

          • 21 hours

            Apple has limited support for AV1 streams (yes, even for software decode) unless on very recent hardware. Here’s an AV1 stream inside a webm container for comparison, would be interesting to see if that works over the avif container on your stack.

            • 11 hours

              This doesn’t work for me but the original one you posted does (Voyager, iPhone 14 pro)

            • 21 hours

              Ah yeah, that would explain it - my phone is now pretty outdated (I’m on a 12) - I clicked on the image link in your response but it didn’t load for me, unfortunately.

              I’m not sure if that’s a result of my outdated hardware or if I perhaps clicked on it before it had a chance to process your upload, but you seem much more knowledgeable than I, so I’m going to assume it’s my hardware. I appreciate the response and the second attempt, though! :)

              • 20 hours

                It’s an intentional behavior by Apple. Basically they just don’t support AV1 videostreams unless the hardware you’re using has a hardware decoder (read: very new). They could support it using software decode (what browsers typically do for AV1 inside avif containers) but… for whatever reasons don’t.

        • on boost its a little slow but time quality.

          better than most moving images in comments!

      • 3 hours

        I wasn’t even aware of APNG or AVIF before this thread. Webm was just the first alternative for GIFs that came to mind.

        Looking at this APNG also seems to result in pretty large files whereas AVIF appears to have by far the best compression.

        AVIF looks like the best alternative for sending short meme clips to people, which I assume is most peoples use case for GIFs.

      • 2 hours

        that’s a static image. not at all animated.

        • 30 minutes

          perhaps if you open the Wiki link where the image was taken from, for me it’s animated on Voyager.

    • “…massive files…”

      I thought the file size was part of the format specification, no?

    • 1 day

      Webm is supported almost everywhere now and manages better quality at higher framerates and smaller file sizes.

      Anybody who has compared animated WebM vs animated JPEG XL?

      • 5 hours

        Sadly no. Most browsers don’t render static JXL by default yet. Let alone animated. I wish they would. Though for most things regular video transport streams will usually be as good or better. Honestly at this point animated image formats really are kind of a niche and not necessarily super useful at this point. Apng for instance when it was created nearly 20 years ago made some sense. Today now that it’s finally getting supported it doesn’t make as much sense.

    • 22 hours

      the same file without visual quality loss could be a 156.79 KiB webp file, saving energy, internet, and storage costs

  • I just tested this with a 8-second, 35MB mp4 video.

    The “don’t do this” command made a crappy looking 316MB gif.

    The suggested pair of commands, using the palette file, made a 57MB very nice looking gif.

    Seems legit to me but I’m not, as you say, an expert.

    • I am guessing the width and height of the video file are quite large. If you plop it down to a size suitable for gif, say maybe 400px width, you’ll see a massive drop in filesize.

    • 14 hours

      I mean, it’s still going to have the pants beaten off it by WebM or AVIF for anything originating from a video camera.

      GIF was just never intended to be a video format. I have a hard time thinking of something where it’s really competitive. Maybe if you had a recorded lossless video of a small-palette video game, like, NES era or earlier, then GIF might be a solid choice. I’d still think that APNG or MNG would probably outperform it.

      GIF animations really only got a boost because there was a period of time when it was all that a decent variety of Web browsers could display.

      EDIT: Also, if one is using GIF…I dunno if ffmpeg does this by default, but most video formats have I-frames and then frames that depend on those. When seeking, a player will seek to the nearest prior I-frame and then decode from there.

      I don’t believe that GIF 89a has a formal concept of I-frames, because the format was never intended for real video. But it is possible to create frames in a GIF 89a animation with transparent areas that don’t differ from the prior frame, and this achieves some of the efficiency benefits that a video format would get. I know that there have been GIF 89a conpressors that will do this. The downside is that it kills seekability, since after a seek in a player that just starts drawing from the current frame, you’ll see only some of an image until the next time that a pixel in a frame is non-transparent and gets redrawn. There may not be any frames wirhout transparent areas nearby, and the player has no way to know where to look for one. But for applications where you don’t care about seekability, that may help mitigate some of GIF’s limitations for animations.

      In all honesty, though, the right answer for video is almost always “use a newer format than GIF”.

  • Thanks. This is going straight to my ‘cool info to never be used’ pile.

  • ffmpeg <3 good info here, also give Gifsicle a look if you need help getting your gifs smaller