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Fraps is by far the most popular application for desktop screen recordings. It has been around for about six years and has been well received by a wide array of users. It is the most stable application and works perfectly in most cases. Those who already use Fraps or want to use it should be aware of some of the shortcomings that it doesn’t have.
Fraps is among the most mature screen recording software out there. While it is recommended that you start out with screen recording software that is free and simple, this is not the case. Fraps is complex and requires a certain level of skill and experience in order to obtain the maximum return for your investment. This is why we love it so much.
There are so many tools on the market to record in-game video or capture screen shots, but all of them are not designed to do exactly what FRAPS can. That means FRAPS is simply a one-stop-shop software for capturing all of the video elements related to in-game play such as demos. In the age of streaming content and eSports, these games may become a rich source of content if captured and presented correctly.
For businesses, there are two main areas where FRAPS will be used. The first is analytics. Framerates recorded by FRAPS can be easily tracked across browsers, devices and operating systems and can be used to give a general idea of which products are the fastest or slowest. Performance measurements can help businesses design and optimize their own applications, and when used together with a tool like Firebug, it is relatively easy to understand what elements are causing problems in the software and why.
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instill people will look at their system as though its teetering on the edge of stability. AMDs fixes do its best to get to the bottom of this stuttering behavior. After tracking its issues for a little while I was able to find a set of priorities that were true to those issues. Most of the stuttering is the result of things that cause generation tracking, track buffers, and next frame lists to collide and get stuck. If theres two track buffers that have to do with the same frame, theres also the risk that theres a read and a write to the same frame that are not synchronized and the write overruns the read. Its all very unusual. its most common to use track buffers that come and go, with several of them active at any one time. Theres also a lot of data structures to track the same frame. Track buffers can be tracked by the game, by the rendering pipeline, by FRAPS, by AMD video drivers, its all a bit of a hodge podge of responsibility. If anything collides between any of these the risk that tracks data will get in a bad state and give the wrong numbers. Its also possible that a particular frame isnt going to get rendered until its somewhere in the middle of the pipeline, as AMDs second problem. As a result FRAPS needs to put off rendering the frame until it knows enough about the rest of the pipeline to do so. Even then its not certain theres always a stable result, as a second problem.
FRAPSs effort to make this transparent also needs to be considered. With each frame having a “header” of metadata that describes the frame, and that metadata also describing what FRAPS thinks its seeing in that frame, FRAPSs frame tracking can easily get very complex. When FRAPS is ready to present that frame its only natural to summarize the contents of that frame in a very small list of statements. For the most part thats ok, but if theres significant amounts of data packed into that frame header, theres a risk that that metadata will get missed and therefore that frame will need to be re-tracked by FRAPS. Weve got to get that information out of the header, and some of it is super complicated, so FRAPS has to detect that its getting these things wrong. If you look at a typical FRAPS recording frame by frame, FRAPS will show you every single frame, and its possible there would be hundreds of those frames. Chances are FRAPS is going to miss some of those youd expect to see. Its ok to miss them, its just something you have to be prepared for, since its not always possible to see everything in a FRAPS recording.
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Fraps is an excellent video recording software. It comes with an awesome set of features. You can record in H.264, AVI, WMV, and MP4 (AVC/VC-1) formats. Fraps can record in a wide variety of formats such as H.264, AVI, WMV, and MP4 (AVC/VC-1) formats. Fraps also supports Alt-Tab automation, adjustable loop recording, adjustable looping speed and has the ability of automatically recording a game play from the screen.
With the Fraps software, you can capture a video in game, your preferred screen size and re-save at your desire point of time. By using the pause button, you can stop the video and screen, which can be useful if you want to add screen shots or personalize the video editor. You can record your gaming sessions and capture any kind of files such as record your own screen or low-res or HD videos for your friends and family and share the videos on Youtube or social media sites. You can always compress the video and share on your desired file format. Fraps also offers you the tools and flexibility required to edit the video at no extra cost.
You can use the recording software to capture high, medium, and low-resolution files in various formats. The official Fraps system allows you to save recordings in high-definition, and you can also use the software to capture video and audio in real time if you need, with the built-in audio recording feature. You can use Fraps to record in high definition at 120 frames per second, which is two frames per second higher than the game clock. you can export the videos in any formats you want. Fraps is compatible with all versions of Windows operating systems, including Windows XP, Windows 7, and so on. The Lifetime Fraps Version Tool Kit includes freeware and paid versions. Free versions are not capable to measure the frame rate in the game.
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- Installs as Windows application
- Captures mouse, keyboard, and gamepad input for recording
- Automatic recording with manual control over the resolution and frame rate
- Auto-detects DirectX version and chooses capture options
- DirectX 10, 11, and 12 support
- Multi-monitor capabilites (one mode can capture from several monitors)
- Windows and DXVA capture for more graphics cards
- Overlay colors for preview mode
- Time stamps for multi-clip recording
- Slideshow, time remapping, and capture delay
- Backup, edit, and batch mode
- Capture and playback multiple files with audio
- Recognizes the frame count, frame time, and fps
- Captures the CPU usage, state, and current audio device
What’s new in Fraps
- The GUI now has a much easier to use icon menu for resetting the Application Timer (as well as the Global Timer, and the Global Counter) – if any time is spent waiting for the application timer to time out, it will be lessening this time. As time is spent waiting, the application timer values will gradually decrease, in a very much familiar manner. The number that is displayed at the top of the GUI is therefore not an absolute value, but instead it’s the percentage of time that has elapsed since the last frame was processed.
- The icons for capturing and recording have been altered to a more streamlined shape, and you can now check out more information on the capture or recording screens. These screens have also been made much more clearly visible when you’re capturing, so that you will always know whether or not your capture is functioning, and how many frames were actually captured.
- The recording screen now notifies you when the next frame is ready to be recorded.
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