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Release notes

Videorc 0.9.70 Alpha 1

A community-contributed fix makes screen + camera recordings on the direct D3D11 path hold steady cadence — deeper texture pools stop transient frame skips, and the encoder no longer silently loses frames when two arrive close together. New per-tick render diagnostics make any remaining loss visible.

This release is not currently available for public download.

All releases

Screen + camera recording holds its frame rate

  • Screen + camera recordings hold their target frame rate on the direct D3D11 path — measured 29.5 fps at a 30 fps target on mid-range hardware, up from 27.5.
  • Texture pools are sized for camera sessions, so a brief GPU fence delay no longer skips a frame silently.
  • The encoder wakes the moment a new frame is published instead of one clock beat later, so back-to-back frames are no longer overwritten before being read.
  • New render diagnostics (tick overruns, worst tick lag, compose-stage time) land in support bundles, making frame loss traceable to its stage.
  • Contributed by @petercr with physical evidence on Windows 11 hardware — thank you!

This Alpha carries petercr's screen + camera cadence work for the direct Windows capture path: two loss mechanisms — texture-pool exhaustion under camera fence residency, and a latest-wins race between the frame pump and the encoder drain — were isolated with new per-tick diagnostics and fixed. The protected acceptance lane now includes screen + camera direct-record smokes at 1080p30 and 1080p60, and every recording's support bundle carries render tick overruns and compose-stage timings, so any remaining loss can be traced to the exact stage that caused it.

macOS is unaffected by this change set and stays on 0.9.68.