With the introduction of GPU-accelerated video capture, we see almost all of these downsides vanish. The FPS drop is substantial and noticeable, the storage consumption is unwieldy for more than edit-and-burn footage, and it's effectively a requirement that the footage is re-rendered to a lower bitrate than its lossless / raw format.įRAPS, though, has very specific uses and advantages elsewhere - but that's not the point of this article. FRAPS has historically been very resource intensive - it eats 4GB of storage every 30 seconds to 1 minute, for starters, and bogs-down the CPU with recording functions. Hardware AccelerationįRAPS has been around for more than a decade now and has stood as the undisputed gameplay capture software for most of that time.
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