Fraps vs NVIDIA's ShadowPlay
Fraps vs NVIDIA's ShadowPlay
It's more about a 32-bit boundary rather than a Windows 7 restriction, though that would apply mainly if the cache resides in RAM. Both Windows 7 and 8 typically handle only 4GB files, regardless of size—10 or 20 minutes. Another possibility is that FAT32 enforces a 4GB limit, possibly to ensure compatibility with devices that only support that file system. Multiple seamless files are possible but quite challenging.
In manual mode it seemed to support endless video files as long as there was room on the hard drive, I'm going to test that. For passive, the last 20 minutes are stored since you decided to save them when finished or opened them.
I'm running a 64-bit OS with 8GB RAM but still facing constraints. This isn't about a 32-bit system or FAT32 filesystems. The issue stems from Nvidia's decision to use Windows 7's built-in MP4 codec, which caps file sizes at 4GB. Windows 8 supports larger files and will add continuous recording in upcoming updates. (Handling multiple 4GB files is preferred over a single massive file.) On Windows 8, the recording limit is around 10 minutes.
It still restricts any operating system to a maximum of 20 minutes for files up to 3.8 GB, which is just below the 4 GB limit. That was incorrect—I wasn't providing the actual reasons for the 4 GB cap. If you need the precise explanation, you'll have to contact Nvidia directly. They don’t rely on Windows built-in MP4 codecs or anything similar; this suggests a misunderstanding about how Shadow Play functions or MP4 support works. There’s no necessity for separate files unless they believe FAT32 remains standard today, which it isn’t. The current maximum file size from Shadow Play (beta) is: Win7 Shadow Time – 10 minutes, 3.8 GB; Win7 Manual – 20 minutes, 3.8 GB; Win8/8.1 Shadow Time – 20 minutes, 3.8 GB; Win8/8.1 Manual – 20 minutes, 3.8 GB.
For me (680m = GTX670) the variation is under 10% on fps at high quality. If you're considering saving now, it might be worth sticking with short clips—especially since recording a mic isn't possible right now, only game audio will do. I think the mic will appear later when Twitch streaming starts. Local playback will be smaller files, but you'll still need to compress them for YouTube. Once streaming is active, using the GPU's H.264 encoder will help a lot, cut CPU load and improve the stream quality. For local use, Shadowplay or Fraps works well; Twitch will likely use Shadowplay.
This update seems to conflict with the information in their article. I’ll be getting a PC soon with Windows 8.1 and a 670, which I plan to test. I also play games at 2560x1440 to check the impact.
Shadowplay reduces the video resolution to 1080p when gaming at 1440p. Despite this, the quality remains acceptable. It seems the files aren't severely affected. I believe recording at 1080p while playing would have improved the appearance. In fact, I was correct, and you're mistaken. I can't locate the original reference, but Andrew Burnes from Nvidia is often cited on forums explaining the 4GB limit. I'm still searching for the original source.
At the moment I wrote that I was using GeForce Experience 7.1. However, it appears the same now. It might log 20-minute files in manual mode but record multiple ones in series until you tell it to stop. I'm not sure about this yet, but I plan to test it soon. I'm currently running a 690Ti boost.
I haven't really tried fraps since I thought screen recording tools should be free. Still, I noticed no impact on performance with Shadowplay and the option to record your last 30 seconds of gameplay using calls and "Shadow." Plus, it seems to offer smaller file sizes according to what I've heard.