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The first generation of NVENC, which is shared by all Kepler-based GPUs, supports H.264 high-profile (YUV420, I/P/B frames, CAVLC/CABAC), H.264 SVC Temporal Encode VCE, and Display Encode Mode (DEM). NVidia's documentation states a peak encoder throughput of 8× realtime at a resolution of 1920×1080 (where the baseline "1×" equals 30 Hz).
In 2013, development started on a rewritten version known as OBS Multiplatform (later renamed OBS Studio) for multi-platform support, a more thorough feature set, and a more powerful API. [17] In 2016, OBS "Classic" lost support and OBS Studio became the primary version. [18] In March 2022, OBS was released on Steam for both Windows and Mac. [19]
This page provides a comparison of notable screencasting software, used to record activities on the computer screen. This software is commonly used for desktop recording, gameplay recording and video editing.
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A memory leak can cause an increase in memory usage and performance run-time, and can negatively impact the user experience. [4] Eventually, in the worst case, too much of the available memory may become allocated and all or part of the system or device stops working correctly, the application fails, or the system slows down vastly due to ...
In "hybrid mode" most of the computation is done by the 3D engine of the GPU. Using AMD's Accelerated Parallel Programming SDK and OpenCL developers can create hybrid encoders that pair custom motion estimation, inverse discrete cosine transform and motion compensation with the hardware entropy encoding to achieve faster than real-time encoding.
Nvidia Optimus is a computer GPU switching technology created by Nvidia which, depending on the resource load generated by client software applications, will seamlessly switch between two graphics adapters within a computer system in order to provide either maximum performance or minimum power draw from the system's graphics rendering hardware.
Fixed function APIs tend to be a simpler programming abstraction with a series of well-defined and specifically named graphics pipeline stages. Shader-based APIs treat graphics data (vertices and pixels / texels) generically and allow a great deal of flexibility in how this data is modulated.