Update README.md

Fleshing out the docs more
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 Note that "-no_selector_rdo -no_endpoint_rdo" are optional. Using them hurts rate distortion performance, but increases quality. An alternative is to use -selector_rdo_thresh X and -endpoint_rdo_thresh, with X ranging from [1,2] (higher=lower quality/better compression - see the tool's help text).
 
+To compress small video sequences, say using tools like ffmpeg and VirtualDub:
+
+'basisu -slower -tex_type video -stats -debug -multifile_printf "pic%04u.png" -multifile_num 200 -multifile_first 1 -max_selectors 16128 -max_endpoints 16128'
+
+The reference encoder will take a LONG time and a lot of CPU to encode video, especially with -slower. The more cores your machine has, the better. Basis is intended for smaller videos of a few dozens seconds or so. If you are very patient and have a Threadripper or Xeon workstation you should be able to encode up to a few thousand 720P frames.
+
+The .basis file will contain multiple images (all using the same global codebooks), which you can retrieve using the transcoder's image API. This initial release doesn't support [conditional replenisment](https://en.wikipedia.org/wiki/MPEG-1) (CR), but we have a branch in the works that does that doesn't change the file format itself. CR can reduce the bitrate of some videos (highly dependent on how dynamic the content is) by over 50%. 
+
 If you are doing rate distortion comparisons vs. other similar systems, be sure to experiment with increasing the endpoint RDO threshold (-endpoint_rdo_thresh X). This setting controls how aggressively the compressor's backend will combine together nearby blocks so they use the same block endpoint codebook vectors, for better coding efficiency. X defaults to a modest 1.5, which means the backend is allowed to increase the overall color distance by 1.5x while searching for merge candidates. The higher this setting, the better the compression, with the tradeoff of more block artifacts. Settings up to ~2.25 can work well, and make the codec more competitive.
 
 ### WebGL test