The 120fps limit fix is purely placebo as you guys aren't seeing the deficit of less than 16.667ms frame time, which is where you are noticing it stutter due to the slower draw rate of the frame/s when you are recording/streaming at 60fps.
I can confirm that the problem is still happening even when recording at 120fps. If I take a video recorded at 120fps and then re-encode it to 60fps, the stutters appear to return.
Have you guys tried a less common integer, such as 45-48fps, or 59.94fps?
Yes, In my case, recording at
anything that is not a multiple of the monitors refresh rate will introduce frame skips.
Down to the 0.001Hz. Recording at 59.94 causes frame skipping to happen considerably more frequently, which is the complete opposite of what we are looking for.
I have tested this on multiple PC's and monitors.
Also it seems everybody is on nVidia graphics cards (Something else I have noticed on the forums a lot recently in terms of troubleshooting - Particularly for the GTX 1000 series)
Have you tried rolling back drivers to oldest compatible version then updating to following version (A lot of effort and time if for nothing other than to rule out drivers) to see if there is a difference?
A driver where the problem doesn't happen? Hmmm. For me that would be a driver from as early as late 2014/early 2015.
And there's not a chance that my GTX 1070 or Windows 10 would support it, lol.
Anyways, the oldest compatible driver that NVIDIA offers for my card is 378.92 from March 2017. Keep in mind that I've been having this problem for over three years across multiple PC's. I could try downgrade to that driver, but I feel I already know what the results will be.
Are you guys using V-Sync to limit fps or using a hard limiter such as config file or MSI AfterBurner/EVGA Precision? V-Sync can have the effect of rapidly switching clocks due to the design of sending a stop and wait command to the GPU, perhaps lowering/raising reference frames in GPU software settings may assist?
Recording without VSYNC or some sort of frametime lock is worthless for the same reasons as above. Without it, the output file is a complete mess full of duplicated or skipped frames that aren't logged in a log file. I'm not talking about dropped frames due to maxing out the GPU usage / uncapping the framerate, which is a common problem seen on the forums here.
Adjusting "maximum pre-rendered frames" has no effect on this issue, assuming that is what you meant by that.
Some thoughts on possible causes:
Possible Windows 10 latest (Assuming everybody is keeping their OS up to date) DirectX call functions conflicting with the installed game DirectX files. Solution may be found in re-installing the DirectX files found in game ReDist. folder.
Perhaps thread prioritization issue within Windows 10, perhaps changing OBS to High Process Priority and games to Above Normal will alleviate.
Perhaps background service such as Windows Defender, Telemetry, Search Indexer, Windows Update/Software Update checker is conflicting? Would need to log using performance/resource monitor in Windows.
Multiple software sensors reading hardware conflicting when they read the same sensor at the same time?
If nVidia GPU affected only, then perhaps driver optimization techniques (VRAM buffer flushing, object culling, tessellation, etc) in conflict with DirectX call functions when running Windows 10?
I already have OBS set to high priority, but I haven't bothered touching priority of games or other software yet.
In my case, the problem doesn't happen every 15 minutes from the start of Windows, The problem happens from the start of recording. Stopping and starting the recording again resets the "timer". If I had to, I could record my stuff in a bunch of small 5-10 minute segments and I could bypass this issue.
So maybe there's another process that is somehow using resources on a set interval from the start of recording. I have my recording directory set as an exclusion in Windows Defender, so I don't think it's that. Search Indexer is disabled entirely.
Can you guys find a game which you all have to reproduce the issue?
It can happen on the desktop or a web browser. There is no need for a game to reproduce the issue.
For some tests a while back I Just visited
www.vsynctester.com, recorded it with desktop capture and made myself a sandwich while it recorded.
In my case, I am primarily using Overwatch as my test game. But I have seen it in virtually every game I have tried.