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Game Recording Software

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Dr Super Good

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If you have a modern NVidia card I would strongly recommend shadow play as I doubt you can get anything more efficient for game capture (made by the people who provide your graphics).

Otherwise you will have to find some alternative.

Ones marked as "open source" under some form of "GPL" licence should be safe to use as long as you get a trusted build. You can even self-build them and check out the source code if you expect mal-intent.
 

Dr Super Good

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btw, i got a tips for using any video recorder.
Install it on different disk from the game, and if its possible from the game

my games are on C and when i put it on C, its so lag (drop 25 FPS), but after I put it on D, no more lag (maybe drop 10 FPS)
Does not apply to SSDs. They have such fast write and read speeds it makes as good as no difference. Mechanical drives this is a big problem because swapping from reading game data to writing video data requires a mechanical seek operation which is very slow (at least from your processor perspective).

If your system has a lot of free memory (eg running an old game you want to video capture like WC3) then you can pre-load the entire game into memory so no I/O is required. Then when you write to the same partition as the game is coming from there will be no performance drop as the game will not compete for I/O resources.
 

Dr Super Good

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There are two approaches.
1. Touch every page of the game data. It will be placed into the file cache however there is not much guarantee that it will remain there if the system ever starts to run low on memory.
2. Run a process in the background that memory maps all game files. This initially touches every page forcing all data into memory. Since the pages then belong to a process they are less likely to be paged out when the system runs low on memory (it will page out other file cached files before).

I wrote a test program a while ago to boost WC3 this way. The result was performance as if you had already played a map earlier except from the start. The only difference to performance was that it did not touch any dependant system dll files meaning that loading was still fractionally slower initially.
 
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