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Fraps is one of the most flexible and powerful screen recording programs on the market, offering seamless timelapse support and a unique ability to add resolution-dependent timecodes to video files. Unfortunately, the fact that the developer has not supported the application in several years is a big negative for this title.
Few applications have the ability to take a screenshot, play the original game and record gameplay, in one go. This is the type of feature that Fraps has, and many gamers use it to record their favorite games. In addition to the normal live mode, Fraps offers a timelapse mode, which lets you record at a more leisurely pace, and control where frames are captured.
Fraps can capture gameplay from your computer, without requiring any operating system modifications. Fraps only manages to accomplish this by creating an instance of a DirectX capture card, and then recording the resulting video. When executing this part of the software, it will take a lot of memory to record the in-game footage. Fraps uses Windows Media Video 9 to compress the captured video footage. This compression option is very low, so you will end up with video that is too large to send over the Internet.
Fraps is a video capture and editing software that can be used to analyze FPS in games, record, and create your own videos. Its overall performance is much better than the other tools mentioned here, and its built in editing features are just a step behind on the other applications.
The primary way to use Fraps is to install the software on your PC, connect it to your video card to capture gameplay, and then open the video you captured in the software. This software can record things like gameplay, streaming video, and more. Fraps is easy to use, free, and built-in streaming video support that will record most of the games you are playing. That is a combination that makes Fraps very popular.
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In an attempt to help you get your Fraps on, we’ve just compiled a huge list of Fraps best practices (or best ways to get the most out of Fraps) here. “If Fraps doesn’t work for your test, it probably means you’re doing something wrong” is one of the aphorisms that definitely sum up this guide. As you can see, Fraps isnt perfect, or even that good. A huge bulk of the bugs we reported to Fraps over the past few years were quickly fixed within hours, so there’s no point in really complaining about one.
For any game that supports DirectX 10 or higher, you will be able to record most of the frames as long as the Fraps player is never closed. If your game does not support DirectX 10 then the output may be almost unusable, so DO NOT attempt to record such a game with Fraps. It will record frames at whatever it can get them but the quality will be very low.
Mainly, Fraps allows you to record your game with a very small amount of overhead. For example, you can specify to record only the video portion of the game (not the audio, borderless window, etc). You can also choose what camera you want to record from. For example, you can pick from the user input or the built-in webcam. You can also add custom input to the recording. You could also specify the resolution you want (assuming your game supports it).
Despite this simple conclusion, we saw some pretty strange things when we started to dig in. For example, the frame interval reported by Fraps doesn’t seem to be related to how long a frame has been displayed. In the game Fallout 3 with our very particular test settings, for example, this means that something on the order of twenty frames are being displayed, each with a reported frame interval of exactly one second, or twenty frames in one second. In addition to this, when turning on Record my desktop (at a resolution of 1600×900), and recording on a frame by frame basis, we can see that there is about a.05 second latency between frames. The frame interval reported by Fraps is not increasing as a function of time but the value remains constant (in this case exactly 1 second) even as the frame latency increases. The same applies for the case of a similar latency imposed on the video while recording via the Windows screen capture utility. It is exactly the same, and that means that while the resolution and other settings remain constant, Fraps is reporting a frame interval of exactly one second, even as the frame latency increases.
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The second thing we can see is that FRAPSll report a Present call time that can be offset either way from the actual Present call time. FRAPS is always a few frames behind whats really being shown. Theres no doubt any Present call will cause a bit of slop.
NVIDIA Googles first problem on the other side is that it doesnt count Present calls. In part because Present calls are so common, and in part because NVIDIA has gotten better at managing Present calls (and thus eliminating the stuttering that FRAPS is measuring). When FRAPS went to measure its new 3.0.0 version of the Profiler driver, it went to see how many Present calls it could see – and just like that, it got confused when the Present call that wasnt a new Present call, since it just happened to be the same Present call with an identical input passed as it was when the original Present call was created. Because of that, even when NVIDIA had gone out of its way to ensure that the Present calls werent long enough that it would trigger a new Present call, FRAPS would get fooled by the Present call being reused.
The solution to the issue FRAPS now has to deal with is simple. Fraps Patched Version can use the NVIDIA driver to directly measure what framerates are getting. Because of this it will always be able to see what frame is being rendered by NVIDIA – and just like that, its suddenly been able to accurately measure frame intervals.
The other question NVIDIA Googles had about measuring framerates was where it belongs, and how it should be done. The first problem with measuring framerates in the driver has to do with what happens when NVIDIA degrades a 3D frame to a 2D frame or vice versa. When a frame was reduced, NVIDIA wasnt calling it a resize or anything of the sort, it was just calling it a 2D frame. FRAPS, since it is still running the same Present call that NVIDIA previously has, is counting that Present call as a 2D frame. Thus even if its a 2D frame, it ends up counting it as a framerate, and thus displaying it as a 2D framerate as well. For this reason it makes the most sense for NVIDIA to actually count this as a full-scale 2D frame that is independent of what NVIDIA does to the frame. And NVIDIA agrees, and is about to do just this for the Nvidia driver in Linux.
- Helpful video tutorial on YouTube
- Enable/disable/uninstall Fraps
- Recording options and features
- Adjust your video preview size
- Record videos from multiple cameras
- Record Windows shutdown
- Enable motion or tracking (free feature)
- Enable USB recording and playback
- Record audio by using audio key frames
- Record with custom timestamps
- Save recorded videos to MP4, MKV or WebM
What’s new in Fraps
- Improved logging of frame and application specific data
- Frame accuracy measurement area, which captures frame intervals
- Detailed CPU and GPU usage data logging
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