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Why Flashback Is Light
Most replay recorders cost you frames. Flashback is built so that the part running during your match does as little as possible, in a place where it can't get in the game's way, and everything else waits until you ask for it. This page is the short tour: each design decision, what it buys you, and where to read the details.
In the published Cyberpunk 2077 test at 1080p on one PC (Ryzen 7 9800X3D, RTX 5070), with every recorder set to a 60-second H.264 replay at 60 FPS and 20 Mbps:
| Recorder | Average FPS | Cost vs recorder off | 1% low vs recorder off | Resident memory |
|---|---|---|---|---|
| Recorder off | 149.69 | — | — | — |
| Flashback 0.6.22 | 140.92 | −5.86% | −0.85% | 238.9 MiB |
| Medal 2630.351.1 | 109.23 | −27.03% | −22.69% | 1,313.7 MiB |
| ShadowPlay 11.0.8.299 | 107.18 | −28.40% | −24.42% | 500.2 MiB* |
Where another recorder won: Medal's process used slightly less CPU (0.52% against Flashback's 0.59%), and its GPU drew less power (182.1 W against 194.1 W) while rendering fewer frames.
*ShadowPlay's figure covers only its listed processes; NVIDIA's driver and overlay do part of its work.
These numbers describe Flashback 0.6.22 on one PC and one game. Today's Flashback uses a newer capture path that hasn't been through this comparison yet, and no recorder has zero cost. The full table and method are on Benchmarks.
your game ----------------------------------------------------------> GPU renders
|
Flashback capture worker (separate, headless process) |
display capture --> one GPU copy --> hardware encoder --> MP4 segments on disk
(paced to your output FPS) (GPU media engine) |
| only when you press save
Flashback app (asleep most of the time) v
hotkeys, game name, library <-------------------- stream copy, no re-encode --> clip
Flashback captures your monitor through Windows' own capture APIs. It never injects code into a game, never hooks rendering, and never reads game memory. Nothing of Flashback's runs inside the game's frame loop, so there's nothing there to slow it down, and the same path works for DirectX, Vulkan, OpenGL and Java games.
More: Capture Pipeline · Anti-Cheat and Games
Video is encoded by your graphics card's dedicated encoder (NVENC, AMF or Quick Sync, through Windows Media Foundation), which sits beside the 3D engine your game uses rather than competing with it or with your CPU. In the published test, Flashback's GPU video-encode load was 7.56%.
More: Hardware Encoding
A 480 Hz monitor produces 480 images a second, but a 60 FPS clip needs 60. Flashback paces capture to the frame rate you record, not your monitor's refresh rate. When this arrived, on a 480 Hz display at 1080p60, the recorder's 3D-engine load fell from 5.634% to 1.805% and its CPU from 1.676% to 0.900%.
More: Capture Pipeline
Each frame is scaled straight into the capture surface and copied once into the encoder. It used to be scaled into a temporary image and copied three times. On the test PC that cut Flashback's share of the GPU by about 12% with the cursor hidden. Partial screen updates use the GPU's copy engine instead of a 3D draw, and a fixed pool of eight GPU samples is reused, so nothing is allocated per frame.
More: Capture Pipeline
A separate, headless capture worker owns screen capture, the encoder and audio. It has no window, no network client, no updater and no Cloud session. The app around it can open its window, draw thumbnails or run the editor without adding a byte to the worker, and a worker that stalls can be replaced without losing the window, hotkeys, library or the replay you already have.
More: Isolated Capture Worker · Architecture Overview
The replay lives on disk as short, finished MP4 segments. Pressing save copies the span you asked for out of those segments with stream copy: no decoding, no re-encoding, no quality loss. A clip is ready within seconds, with almost no CPU or GPU spent.
More: Replay Buffer and Segment Rotation
On compatible NVIDIA hardware with H.264, one encoder and one Direct3D device stay alive across segment rollovers, and only the output file rotates on a clean keyframe. Other GPUs and codecs use a per-segment path that prepares the next encoder off the capture thread. Either way, capture never stops between segments.
More: Replay Buffer and Segment Rotation
The window, editor, thumbnails, capture-health checks, exports and Cloud don't run until you open them. When Flashback starts hidden in the tray, its full window isn't even loaded. Work that does run in the background (voice recognition, input-overlay observation, compression, health analysis, Cloud preparation, FFmpeg) runs at below-normal priority, so the game wins whenever they compete. With nothing queued, Cloud makes no network requests.
More: Architecture Overview · Built on .NET 10
Flashback measures the capture worker on its own, against a settled baseline, so opening the editor never looks like a recorder leak. If the worker's memory, handles or threads really do grow, it's replaced at a clean segment boundary. If something hangs, only the worker is stopped.
More: Resource Guards and Recovery
- Not zero-cost. Capture still uses some GPU, encoder, CPU, memory and disk bandwidth. Flashback works to keep that small and measures it.
- One PC, one vendor. All published measurements are on an NVIDIA RTX 5070. There are no published AMD or Intel figures yet.
- Settings matter. 4K and 240 FPS are heavy for any encoder; Flashback warns you when a profile is too demanding rather than saving uneven clips.
See Known Limitations.
Not a slogan: a capture worker isolated from everything else, frames encoded by the GPU's own media engine and touched once, capture paced to what you keep, and saves that copy finished segments instead of re-encoding them. Each of those choices is measured, and the measurements, including the ones Flashback loses, are published.
Benchmarks · Architecture Overview · Capture Pipeline · Hardware Encoding · Isolated Capture Worker
Flashback for Windows 11 · flashbk.gg · Discord · Support · Docs describe Flashback 0.8.0. Live version, checksum and policies are on flashbk.gg.
Start here
- System requirements
- Getting started
- Installing and updating
- Verifying downloads
- Shortcuts
- Settings reference
Features
- Instant replay
- Recording quality and presets
- Screenshots
- Audio
- Voice commands
- Editor and montage
- Overlays (input overlay)
- Library
- Storage limit
- Naming and organization
- Per-game profiles
- Ghost Mode
- Discord integration
Cloud and social
- Flashback Cloud
- Plans and billing
- Sharing and visibility
- Automatic and voice uploads
- Profiles and friends
- Web and phone
- Account and data
Privacy and security
Under the hood
- Why Flashback is light
- Architecture overview
- Capture pipeline
- Hardware encoding
- Isolated capture worker
- Replay buffer and segments
- Resource guards and recovery
- Audio and video sync
- FFmpeg build
- Built on .NET 10
- Update security chain
- Performance and benchmarks
- Release qualification
Help
Community and support
Links