FerretBomb
Active Member
I just realized that I'm not really sure as to what causes these, and in the interests of better troubleshooting, figured I'd ask.
Skipped due to encoder delay is obviously due to a CPU load issue. So that one's out of the way.
But what causes frames to be Duplicated, versus Late?
I'm using CFR for later editing compatibility; if the framerate drops below the set value, does it start duping frames to make up the difference? What is a good maximum-dupe to shoot for? I play a game where Game Capture actually can cause framerate issues (in OBS, not in-game oddly enough) due to how they handle rendering, which is a non-standard method; I'm getting between 8-12% duped frames, but only with this one game. GPU load is otherwise low.
Likewise, Late frames; is this mostly due to excessive source delay, or just overrunning the scene buffering time? What would you look for to narrow down the cause of this? Currently staying under 1%, but it's an example and I'd rather know what I'd be looking to do to minimize this as much as possible, without using a dramatically increased scene buffering time if it's avoidable.
Skipped due to encoder delay is obviously due to a CPU load issue. So that one's out of the way.
But what causes frames to be Duplicated, versus Late?
I'm using CFR for later editing compatibility; if the framerate drops below the set value, does it start duping frames to make up the difference? What is a good maximum-dupe to shoot for? I play a game where Game Capture actually can cause framerate issues (in OBS, not in-game oddly enough) due to how they handle rendering, which is a non-standard method; I'm getting between 8-12% duped frames, but only with this one game. GPU load is otherwise low.
Likewise, Late frames; is this mostly due to excessive source delay, or just overrunning the scene buffering time? What would you look for to narrow down the cause of this? Currently staying under 1%, but it's an example and I'd rather know what I'd be looking to do to minimize this as much as possible, without using a dramatically increased scene buffering time if it's avoidable.