9.3 KiB
Recording and Steam clips
Frame Control can record what the headset shows, with its sound, and save it as
an .mp4 on your computer. It can also export the clips and background
recordings from Steam's own game recording, at any length, as one .mp4 each.
Both are on Tools → Capture & Live. Everything is saved to
~/Videos/SteamFrame, next to the screenshots in ~/Pictures/SteamFrame.
Nothing needs installing on the computer or on the Frame: the work is done by
the ffmpeg that SteamOS ships.
Recording is tested on a headset; Steam clip export isn't yet. On a Frame
running SteamOS 0.5.6 (build 20261015.6141207), Record and Stop saved an
8-second 1080p H.264 recording with AAC sound to the computer, Stop took about a
second, and nothing was left running or stored on the Frame. That Frame had no
Steam recordings, so the clip list came back empty and export has only been
tested with files in Steam's format made by ffmpeg. The parts we're least sure
of are listed under What hasn't been checked.
Record
Press Record next to Live. The button turns into Stop, and a line
under the viewer counts the time. Press Stop: the recording is finished on
the Frame, converted to .mp4 there (without re-encoding) and copied to
~/Videos/SteamFrame/rec-<date>-<time>.mp4. The line says when it's saved.
- What's in it: the same picture as Live, SteamVR's copy of the headset
view (one undistorted 1920×1080 eye, from
/dev/video99), at 30 fps and 8 Mbit/s, encoded with x264 (the Frame's hardware encoder crashesffmpeg). The sound is what the headset plays: the monitor of PipeWire's default output, read through its PulseAudio server (-f pulse -i @DEFAULT_MONITOR@). The microphone isn't recorded. - Without sound: before each recording Frame Control checks for a fraction
of a second that
ffmpegcan read that audio. If it can't, the recording goes ahead as video only, and the page and the saved message say so. - Limits: a recording stops by itself after 20 minutes and is saved as if you'd pressed Stop. It needs about 2.9 GB free on the Frame to start (room for a full-length recording twice, while it's converted), and checks the space on your computer before copying. One recording runs at a time.
- Where it waits on the Frame:
~/.cache/frame-control/video/, not/tmp, which is a RAM disk on SteamOS. It's deleted once copied. - If the connection drops or the app quits while recording, the Frame
stops
ffmpegcleanly when the SSH channel closes: it typesqintoffmpeg's input, as at its keyboard, and kills it if it's still there 10 seconds later. Not a signal: SteamOS'sffmpeg7.0 catches SIGTERM and SIGINT and carries on recording. A recording that was never copied is deleted when the next one starts.
Recording and Live can run together; both read the same device.
Steam clips
Steam clips lists what Steam's game recording has kept on the Frame: saved
clips and background recordings, newest first, with the game, length and size.
Export joins one into a single .mp4 in ~/Videos/SteamFrame, named after
its folder (for example clip_620_20261020_202134.mp4), however long it is.
Steam's own export is reported to stop at about 60 seconds. Exports run in the
background; ones already on your computer are marked.
How it works: Steam keeps each recording as MPEG-DASH segments, one folder per recording session.
~/.local/share/Steam/userdata/<account>/gamerecordings/
video/bg_<appid>_<YYYYMMDD>_<HHMMSS>/ background recording
clips/clip_<appid>_<YYYYMMDD>_<HHMMSS>/video/bg_<...>/ a saved clip
session.mpd
init-stream0.m4s chunk-stream0-00001.m4s chunk-stream0-00002.m4s ...
init-stream1.m4s chunk-stream1-00001.m4s ...
Each stream's init-stream segment followed by its chunks, in number order, is
a playable fragmented MP4 of that stream. On the Frame, ui/frame_clips.py
builds those files and has ffmpeg put the video and audio into one .mp4
with -c copy, so nothing is re-encoded and it takes seconds. The result is
copied to the computer and deleted from the Frame. The export needs free space
on the Frame of about twice the recording's size while it runs.
The listing doesn't rely on the folder names: any folder under clips/ or
video/ (up to four levels down) holding init-stream*.m4s counts. A stream
missing its init segment or its chunks is left out. Missing chunk numbers are
shown as "pieces missing"; the rest still exports.
Copying new ones automatically
Settings → Copy to this computer copies new screenshots and Steam clips
here on their own. It's off until you turn it on, with a switch each for
screenshots and Steam clips. While a headset is connected, Frame Control looks
about once a minute and copies what's new with the same code as Save and
Export: screenshots to ~/Pictures/SteamFrame, clips to
~/Videos/SteamFrame.
- Only what's new. It copies what you take after turning it on, so the shots and clips already on the headset don't all arrive at once. Copy everything now copies everything that isn't on this computer yet, once.
- Deleted stays deleted. What it has copied is remembered, per headset, in
auto-sync.jsonin Frame Control's data folder, so a file you delete here isn't copied again (Copy everything now would bring it back). - Saved clips only. Steam's background recording is a rolling buffer, not something you chose to keep, so it isn't copied; export it by hand. A clip Steam wrote to in the last 30 seconds is still being saved and waits for the next look.
- It gives way. It waits while an install, an export, a recording or anything else is running on the headset, and stops between files if one starts. While a copy is running, switching headsets waits for it, as it does for an export. When the headset can't be reached it waits longer each time, up to 15 minutes, and starts over once it answers.
- When this computer is full (under 512 MB free, or a copy runs out of space) it pauses and says so in Settings and above the lists. Free some space and press Resume.
- With several headsets it copies from the one you're connected to.
Settings shows when it last checked, how many files it last copied and when, and the last problem it had. The screenshot and clip lists say when it's on.
For developers
ui/frame_clips.py holds the logic, so other features can reuse it (automatic
copying, in ui/frame_autosync.py, does):
list_clips(run_frame)andexport_clip(id, run_frame, run, fetch)are the computer's side; the server passes how to reach the Frame.list_recordings(userdata)andexport(userdata, id)are the Frame's side, run aspython3 - list/python3 - export IDwith the file on stdin.Recorderruns one recording from Start to the copy.parse_idchecks a clip id (<account>/<clips|video>/<folder>..., plain names only, no.or..) before it reaches a path or a shell.
The API, with the same guards as every other request:
| Request | Does |
|---|---|
GET /api/record |
The recording's state: idle, starting, recording (with elapsed, audio, limit), stopping, saving, saved (with file) or failed (with error) |
POST /api/record {"action": "start"|"stop"} |
Start or stop |
GET /api/clips |
Steam's recordings on the Frame, each with saved |
POST /api/clips/export {"id"} |
Starts an export; poll /api/job |
POST /api/open {"what": "videos"} |
Opens ~/Videos/SteamFrame |
GET /api/autosync |
Automatic copying: screenshots, clips, since (the watermark), checked, copied, copied_time, error, paused, waiting (clips still being written) |
POST /api/autosync {"action": "settings", "screenshots", "clips"} |
Turn either on or off; turning it on sets since to now |
POST /api/autosync {"action": "now"|"resume"} |
Copy everything not here yet, once; or resume after running out of space |
They aren't available when the server runs on the Frame itself (the iPhone app), since they save to a computer.
Tests: tests/test_clips.py, and tests/test_autosync.py for automatic
copying (with a fake headset). They run the recording's shell under bash with a
stand-in ffmpeg, so Stop, the time limit and the clean-up are tested as they
run on the Frame. Where ffmpeg is installed, they also make a 65-second DASH
recording with Steam's file names and export it with the real ffmpeg.
What hasn't been checked
The 2026-10-24 read-only clip list on build 20261015.6141207 again returned
zero clips: its gamerecordings directory held only gamerecording.pb. No
Steam recording was created during that check, so a real Steam clip export is
still unverified. The recording and Stop path were verified earlier on that
build, as described above. Remaining checks:
- Audio and video sync. Both inputs are stamped with the wall clock, because the camera device and the audio server otherwise count from different clocks.
- The exact layout of
gamerecordingson the Frame's SteamOS build, and whether a clip's segments start mid-recording. The parser is deliberately loose about the layout. - How much x264 at 1080p30 costs the Frame while a game is running.
- Automatic copying: that 30 seconds without a write is a safe sign Steam has finished saving a clip, and how a once-a-minute listing feels on the Frame.