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Commits
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8fc675862d |
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@@ -8,13 +8,13 @@ Both are on **Tools → Capture & Live**. Everything is saved to
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Nothing needs installing on the computer or on the Frame: the work is done by
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the `ffmpeg` that SteamOS ships.
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**Recording is tested on a headset; Steam clip export isn't yet.** On a Frame
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**Recording and Steam clip export have each been tested on a headset.** On a Frame
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running SteamOS 0.5.6 (build 20261015.6141207), Record and Stop saved an
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8-second 1080p H.264 recording with AAC sound to the computer, Stop took about a
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second, and nothing was left running or stored on the Frame. That Frame had no
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Steam recordings, so the clip list came back empty and export has only been
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tested with files in Steam's format made by `ffmpeg`. The parts we're least sure
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of are listed under [What hasn't been checked](#what-hasnt-been-checked).
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second, and nothing was left running or stored on the Frame. A later test on
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that build created a saved clip with Steam's own recorder and exported it with
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Frame Control's production export function. The parts we're least sure of are
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listed under [What hasn't been checked](#what-hasnt-been-checked).
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## Record
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@@ -147,19 +147,31 @@ stand-in `ffmpeg`, so Stop, the time limit and the clean-up are tested as they
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run on the Frame. Where `ffmpeg` is installed, they also make a 65-second DASH
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recording with Steam's file names and export it with the real `ffmpeg`.
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## What hasn't been checked
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## Real Steam clip verification and remaining checks
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The 2026-10-24 read-only clip list on build `20261015.6141207` again returned
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zero clips: its `gamerecordings` directory held only `gamerecording.pb`. No
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Steam recording was created during that check, so a real Steam clip export is
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still unverified. The recording and Stop path were verified earlier on that
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build, as described above. Remaining checks:
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On 2026-10-24, v0.4.15 on build `20261015.6141207` recorded a ten-second
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reserved test session through Steam's own game recorder, saved it as a clip,
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then exported it with `frame_clips.export_clip`, the same implementation used
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by the desktop API. The 159,829-byte MP4 decoded completely: 10.29 seconds,
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1920×1080 H.264 video and stereo AAC audio (SHA-256
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`f8a476eefb2bde7ba5cb464632ec9b952eea3ab1610b5bed2098bf1f11d62cf1`).
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All 616 decoded video frames and the decoded audio matched Steam's source
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segments. Recording mode was restored
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to off; the reserved title and its processes were removed, the shared test lock
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was released, and the battery remained at 99%. The Steam source clip was kept.
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- Audio and video sync. Both inputs are stamped with the wall clock, because
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the camera device and the audio server otherwise count from different clocks.
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- The exact layout of `gamerecordings` on the Frame's SteamOS build, and
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whether a clip's segments start mid-recording. The parser is deliberately
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loose about the layout.
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The inspected frame is nearly black in both Steam's source and the export, so
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this establishes file creation and faithful export, **not visible gameplay
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capture**. The literal desktop **Export** button was not clicked. Remaining
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checks include:
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- Perceptual audio/video sync and audible content. Frame Control's separate
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**Record** path stamps camera and audio inputs with the wall clock because
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they otherwise count from different clocks.
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- Long saved clips, trims starting partway through a Steam recording, and the
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desktop **Export** button. One real saved clip's
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directory layout was checked; the parser remains deliberately loose for
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other layouts.
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- How much x264 at 1080p30 costs the Frame while a game is running.
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- Automatic copying: that 30 seconds without a write is a safe sign Steam has
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finished saving a clip, and how a once-a-minute listing feels on the Frame.
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