Question / Help Is it posible to record with OBS gameplay animation exact framerate/s to compare a weapon reload time for example ?

aandredor

New Member
I have this issue . I record at 1920x1080 at 60 or 30 fps and then i open the video in adobe after effects . I split the video in let's say 4 testing video layers that I want to compare for a specific weapon to see if reload time is the same .(all 4 tests should have same animation every frame when I put the layers on same screen to compare). But although I'm very exact when I cut the layers I get differences of 1 , 2 or 3 frames between the 4 testing layers . Is there any way to record a gameplay very exactly for comparison purpose ? I'm not a specialist and I would appreciate a reply. Thank you.
 
D

Deleted member 121471

It depends heavily on your hardware capabilities but you could try tuning your ingame settings and cap your ingame FPS to 120+ or whichever value >60 FPS you can reliably maintain, to guarantee consistent frametimes. You can check this on Rivatuner.

Then, on OBS, record at the exact same FPS as the cap you previously set then try 1080p or 720p output resolution, whichever doesn't give you encoder lag.

This way, you'll have more frames to compare per unit of time, which should help correct that small difference on your current sample clips.

This is the ONLY time that recording at FPS higher than 60 makes sense, comparing slowed down footage.

I hope I didn't misunderstand what you're trying to ask though.
 
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koala

Active Member
No, OBS isn't able to record at the exact frame rate of your game. If OBS is told to record at 60 fps, it looks exactly 60 times a second (every 16.667 ms) at the game and captures at that exact moment. If the game did not update the frame buffer, OBS doesn't know about it.

If you need to exactly capture the same frames every time, make sure the game is able to create a consistent higher frame rate and limit the game to the fps you're recording with OBS. This way no frame will be lost.

In addition, there is a 16.667 ms window where the frame can be created by the game, even if it fast enough to not drop any frame. If the frame is generated at 0 ms, the animation state is different to when the frame is generated at 10 ms, but both would be captured as the same frame by OBS. If you want to be 100% exact, you need to synchronize the start of the animation with the 16.667 ms capture pattern (which is probably not doable).
 
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