![]() ![]() Shadowplay captures the framebuffer with NVFBC or NVIFR direct from the framebuffer (no graphics API involved) and then offloads it to the H.264/H.265 NVENC (NVIDIA Encoder) to encode the captured frames. These capture methods are also the reason why Shadowplay cannot record a 1920x1080 framebuffer at 3840x2160, these NVIDIA capture methods pull the frame directly before any graphics API is involved, so upscaling isn't possible, and I don't know why you'd want that anyway, it would hinder performance I don't know what it stands for NVIDIA In-band Frame Render, to my knowledge, this would be used to capture a single application and not the whole framebuffer, for recording a Windowed game. If you were playing a game in Fullscreen mode, it would capture the frames from the framebuffer without any involvement from a graphics API. NVFBC stands for NVIDIA Frame Buffer Capture. Those capture methods allow the framebuffer to be captured without any involvement from a graphics API - such as Vulkan, OpenGL, Direct3D. However, that isn't the only thing that makes Shadowplay so special, it can also utilise NVIDIA's proprietary capture techniques, NVFBC and NVIFR. Shadowplay is NVIDIA's proprietary recording software, that can be utilised by any NVIDIA GPU that has a built-in H.264 NVENC ASIC block, provided the driver allows it. ![]() Now, I don't claim to know everything (I don't have access to the official documentation from NVIDIA), however I feel I know enough to help shed some light on what Shadowplay is and how it differs from other recording utilities. So I'm going to try and cover/answer as many questions as I can in this thread. I see all over this subreddit, and the Internet, questions about how Shadowplay works differently compared to other programs like OBS, Bandicam etc. ![]()
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