Why not use motion vectors for smoother 60fps recordings without capping in game FPS ? (60,120,240)

Yough

New Member
Hi everyone,

I want to experience true 60 fps recordings while playing at my native/maximum FPS but it doesn't seem possible yet..

Today, if a game runs at 150-160 FPS but OBS records at 60 FPS, the captured frames cannot always be evenly spaced in time, which can slightly affect motion smoothness in the video file, which is a huge deal breaker for a clean and enjoyable video content. Especially when the game is constantly jumping from 150 to 180 then to 160 etc..


Since modern technologies like DLSS already use motion vectors, optical flow and other temporal data, could future NVIDIA APIs or hardware allow capture software to use this information to produce a more temporally accurate 60 FPS recording instead of simply grabbing every 16.67 ms frame, could a future capture system intelligently reconstruct or select the best frame for each output timestamp using engine or GPU motion data?


Is this technically feasible, or are there fundamental limitations that make this impractical?


I’d love to hear thoughts from engineers or anyone familiar with the graphics pipeline.

Thanks alot
 
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