What Klypr costs while you play
We spent an hour clipping in Marvel Rivals on our own PC (AMD Ryzen 9 9900X, NVIDIA GeForce RTX 5070 Ti,
64 GB RAM, Windows 11) with Discord, Spotify and a browser open in the background to simulate real use,
then the same hour with Klypr closed, and once more at the High preset (1440p60 40 Mbps). Frame rates
came from PresentMon; we compared the typical gameplay minute of each hour, with menu and loading
minutes dropped from both sides.
With the buffer on, the game typically ran 5 to 10% fewer frames per second (221 to 226 versus 243 in a
typical minute), with 1% lows around 12% lower (132 versus 151). The stutter rate and the worst frame of
a typical minute changed only slightly. Saving a clip cost a little more for about half a minute, with no
frame over 34 ms inside any save. Klypr itself used 0.9% CPU, 2.4% of the GPU's 3D engine, 19% of its
dedicated video encoder and about 1.6 GB of RAM, most of it the 180-second replay ring.
We ruled out three explanations with data: the GPU never dropped its boost clock or reported a throttle
reason, the game stayed in Hardware Independent Flip for every frame with capture on, and the 1080p and
1440p profiles cost the same, so the cost is a fixed amount of work per captured frame, not pixels or
bitrate. That is what we are working on next.
One session per side per profile, on different days with different matches, so these are ranges, not
decimals; a PC running the game at 240 fps also shows a fixed per-frame cost as a larger percentage than
one running at 100. Back to klypr.tv.