Minecraft starts stuttering when OBS is open.

Jackari

New Member
Hello all,

Basically whenever I open OBS let alone record with it while playing Minecraft, my game starts stuttering. It doesn't lose frames but it just looks very choppy and stutters. Below is a recording of what it looks like. I have an Nvidia GeForce GTX 1660Ti paired with an i5 processor along with 16 gb of ram (around 5 is allocated to the game itself). On top of that, it may not look super choppy but if you look at the hand throughout the video you can tell that it doesn't look like 60fps/120fps/240+fps gameplay.

 

BluePeer

Member
Simple Question to Show you up the "Issue"
You ask why the 60FPS Smooth record is Choppy on a Source thats Smooth at 40/80/120/300 Fps?

its default that you have any kind from small to big choppy related to Animation and frame bad timings
that "side" effect increase if you have Hard "Unstable" Frametimes like one need 5/25/19/39ms
you can see this "instability" in your video on the Bouncing FPS
on unlimited you have up to 154fps but on Limit 60 it never hold stable 60
it shows up that the Image Creation is to hard Out of Sync to grab a Smooth movement to the 60 Captured images a Second
The display that shows default the "images" display not this choppy by its only refresh on new image arrived display but the record "records" sometimes double the same or miss some of that images related to Over/Below the record fps

Simple technical missunderstand issue ^^
sorry for my bad english ^^

edit: The issue is not the record , its the instable game frame time
 
Last edited:

Jackari

New Member
Simple Question to Show you up the "Issue"
You ask why the 60FPS Smooth record is Choppy on a Source thats Smooth at 40/80/120/300 Fps?

its default that you have any kind from small to big choppy related to Animation and frame bad timings
that "side" effect increase if you have Hard "Unstable" Frametimes like one need 5/25/19/39ms
you can see this "instability" in your video on the Bouncing FPS
on unlimited you have up to 154fps but on Limit 60 it never hold stable 60
it shows up that the Image Creation is to hard Out of Sync to grab a Smooth movement to the 60 Captured images a Second
The display that shows default the "images" display not this choppy by its only refresh on new image arrived display but the record "records" sometimes double the same or miss some of that images related to Over/Below the record fps

Simple technical missunderstand issue ^^
sorry for my bad english ^^

edit: The issue is not the record , its the instable game frame time
I'm sorry if this comes off as rude but I really do not understand what you are attempting to say. If you are saying the FPS is bad looking based off of my computer then you may be wrong. I tested again and was easily able to hit 450+ fps and yet it still looked very choppy.
 

Jackari

New Member
try to test
18:29:39.106: psycho_aq: true
disable it

have you try desktop capture ? or set it in fullscreen window mode ?
Attempted display / desktop capture and it still did not work. Also set the Client I'm using to Fullscreen Windowed / Borderless Fullscreen and it still seems very choppy. I've come to the conclusion that this problem seems to only start when I am in fullscreen, but when I am in windowed it seems to subside, although I would much rather be able to record in fullscreen. Any fixes?
 

BluePeer

Member
Jack Its simple
The Record works fine and Grabs every 16.67 milliseconds (60fps) that image thats in the Framebuffer of your game
If a game Have a Stable frame time (every the same) means every 5,55/8,33/16.67/33.34 ms
then it grabs every or every second or third image from the "Smooth" image sequence the GPU render
but if the game frame time not stable like yours sometime ever 7ms a new smooth image sometimes every 50
Then the Recorded result is looks Choppy

For your Image Visual if you have a clock animation with stable 60fps and record this with 60FPS
the clock shows 12:00 03:00 06:00 09:00
Then the record looks Smooth
if the clock frame time is instable (bouncing from 30fps up to 120) and you record it at 60FPS
then the clock shows
12:00 02:33 06:12 08:55 with changes on every full rotation
that looks not smooth it looks choppy

the record is in bottom examples perfect
the issue creates on the not Identical Movement of the recorded object by the instability of the framerate from the game
you can have a game run with 60fps stable if the frame times between each image is bouncing like 8ms to 32ms and the recorder grabs every 16.67ms it can look choppy too
the source of the image that the recorder records need to be identical timing even bigger the difference of ms between the frames it will looks more and more choppy
 

Jackari

New Member
Jack Its simple
The Record works fine and Grabs every 16.67 milliseconds (60fps) that image thats in the Framebuffer of your game
If a game Have a Stable frame time (every the same) means every 5,55/8,33/16.67/33.34 ms
then it grabs every or every second or third image from the "Smooth" image sequence the GPU render
but if the game frame time not stable like yours sometime ever 7ms a new smooth image sometimes every 50
Then the Recorded result is looks Choppy

For your Image Visual if you have a clock animation with stable 60fps and record this with 60FPS
the clock shows 12:00 03:00 06:00 09:00
Then the record looks Smooth
if the clock frame time is instable (bouncing from 30fps up to 120) and you record it at 60FPS
then the clock shows
12:00 02:33 06:12 08:55 with changes on every full rotation
that looks not smooth it looks choppy

the record is in bottom examples perfect
the issue creates on the not Identical Movement of the recorded object by the instability of the framerate from the game
you can have a game run with 60fps stable if the frame times between each image is bouncing like 8ms to 32ms and the recorder grabs every 16.67ms it can look choppy too
the source of the image that the recorder records need to be identical timing even bigger the difference of ms between the frames it will looks more and more choppy
Still not making much sense to me. I get the basis of what you're trying to say but you aren't giving me any solutions nor are you making me understand why it's choppy.
 
Top