Version 0.1
Scope of 0.3
| Area | Operational implementation | Limits / remaining work |
|---|---|---|
| Replay | libobs compressed RAM buffer, configurable duration/memory, unique filenames, one save at a time with a 1.5-second cooldown | Repeated requests during a save or cooldown are ignored; no disk-backed replay |
| Capture | DXGI display, WGC window, standard OBS game source, MP4 replay | UI focuses on clips; manual recording and screenshot controls were removed. Actual game/anti-cheat checks, device-loss recovery and source fallback remain |
| Encoding | AMF/NVENC/QSV discovery and selection, H.264 x264 fallback, hardware HEVC/AV1 selection | Only AMF H.264 and x264 were exercised on this machine; other codecs/GPUs untested |
| Audio capture | WASAPI system/process source, selected microphone, per-source gain/mute through zero volume | One mixed AAC track; no separate tracks/meters/live device changes. Process isolation and microphone enabled require additional runtime tests |
| Library | SQLite paging, thumbnails, search/sort, favorites/tags/rename/trash, import, missing-file handling | External changes need Refresh; no relocation assistant. Remote/very large SQL workloads are not asynchronous yet |
| Editor | Native video, decoded audio output, scrub/range trim, multiple passages from one source, removal, speed, gain, undo/redo, saved projects, H.264/HEVC MP4 exports | All exports reencode; no lossless keyframe copy, multi-file assembly, vertical crop, text, subtitles or transitions |
| Background | Tray menu, one configurable clip hotkey from F1–F24 with conflict errors, replay cooldown, optional click-through notification overlay, close-to-tray | Exclusive-fullscreen overlay visibility and actual games remain unverified; F9/F10 are no longer registered by ClipForge |
| Games | Enumerate windows/executables, opt-in profiles, auto-start for known foreground profiles, stop after their windows disappear | Profile/game behavior has no real-game runtime verification yet. Unknown processes never automatically become games |
| Settings | Validated atomic JSON, config import/export, start minimized, shared Windows startup toggle, optional GitHub update checks/downloads with installation at quit, single-instance window activation | Update checks require internet; portable builds open the release page. No auto clip deletion, disk quota, temporary-buffer folder or auto-clipping plugins |
Playback audio uses FFmpeg PCM decoding in a background subprocess and an explicitly described QAudioSink format to support virtual-surround headsets. It prefers stereo float PCM when the output supports it, reducing needless multichannel decode work. Pause and seek recreate the audio output; rate changes are coalesced for 120 ms and restart only the decoder while reusing that output. Its pending PCM queue is bounded to one second. Video uses Qt Multimedia. File export A/V timestamps are independently checked; preview synchronization has not been assessed by human listening.
Capture behavior and limitations
Real libobs replay buffer, hardware encoder selection, compressed video/audio packet retention, keyframe-aware muxing. Defaults: H.264, 1080p60, 60 seconds, 16 Mbit/s, 512 MB maximum. The RAM limit may shorten the retained duration at high bitrates; libobs retains GOP boundaries and may exceed the nominal limit by GOP overhead. The displayed buffer duration is elapsed capture time capped at the requested duration, not a direct measurement of buffered packets.
One replay save runs at a time; requests during a save and during the 1.5-second hotkey cooldown are ignored. This keeps repeated keypresses from starting multiple overlapping mux jobs. Buffering continues during a save. A 30-second timeout reports a stalled mux. Stopping is rejected while saving.
Screen uses DXGI; window uses Windows Graphics Capture through OBS, or explicitly reports the BitBlt fallback when WGC is unavailable. D3D is initialized before loading win-capture so it registers the actual DXGI/WGC sources. Game capture uses the standard OBS game capture source, with its compatibility option enabled. There is no attempt to bypass anti-cheat. Window/game failures do not silently record the desktop; choose another source explicitly. Runtime automatic fallback across source types and GPU-device-loss restart are not yet implemented. OBS's optional online compatibility-file updater is not started; the bundled compatibility data is used offline.
Audio offers system WASAPI, application-only WASAPI (when supported) and an optional selected microphone. One mixed AAC track. Process audio requires a selected window and OS support. Microphone is off by default. Separate audio tracks, live level meters and live device switching are not implemented. Capture source audio clocks and A/V mux timestamps are managed by libobs.
H.264 tries AMF, NVENC, QSV then x264. HEVC and AV1 require a compatible available hardware encoder; failure is shown and H.264 can be selected explicitly. 120/144 FPS, 4K and other GPUs require actual hardware validation.
Replays use MP4. Temporary on-disk replay buffering, automatic clip deletion and universal process/crash detection are unavailable. The optional click-through notification overlay may not be visible over exclusive-fullscreen games.
Cette page est générée à partir des fichiers docs/FEATURES.md et docs/CAPTURE.md du dépôt.