Record on Capture & Live runs ffmpeg on the Frame (x264 from /dev/video99, the default output's monitor through PipeWire's PulseAudio server), stops it when the SSH channel closes, remuxes to .mp4 and copies it to ~/Videos/SteamFrame. If the audio can't be read, it records video only and says so. 20-minute limit, free space checked on both ends. Steam clips lists Steam's game recordings (DASH sessions under userdata/<account>/gamerecordings) and Export joins each stream's init segment and chunks, then has the Frame's ffmpeg copy them into one .mp4, so clips longer than Steam's own 60 s export come out whole. The logic is in ui/frame_clips.py for reuse. Not tested on a headset. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
6.3 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.
Not tested on a headset yet. This is built from what the code already does on the Frame (the live view, the media player) and from how Steam is reported to store its recordings. The parts we're least sure of are listed under What hasn't been checked. Please report what you see.
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, as the live view does. 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.
For developers
ui/frame_clips.py holds the logic, so other features (such as syncing clips
automatically) can reuse it:
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 |
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. 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
None of this has run on a Steam Frame yet. In particular:
- That SteamOS's
ffmpegcan read@DEFAULT_MONITOR@. It has the PulseAudio output device (the media player plays through it), so the input is expected, but if it fails the recording is video only, as above. - 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.