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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 and Steam clip export have each been tested on a headset. 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. A later test on that build created a saved clip with Steam's own recorder and exported it with Frame Control's production export function. 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.
Real Steam clip verification and remaining checks
On 2026-10-24, v0.4.15 on build 20261015.6141207 recorded a ten-second
reserved test session through Steam's own game recorder, saved it as a clip,
then exported it with frame_clips.export_clip, the same implementation used
by the desktop API. The 159,829-byte MP4 decoded completely: 10.29 seconds,
1920×1080 H.264 video and stereo AAC audio (SHA-256
f8a476eefb2bde7ba5cb464632ec9b952eea3ab1610b5bed2098bf1f11d62cf1).
All 616 decoded video frames and the decoded audio matched Steam's source
segments. Recording mode was restored
to off; the reserved title and its processes were removed, the shared test lock
was released, and the battery remained at 99%. The Steam source clip was kept.
The inspected frame is nearly black in both Steam's source and the export, so
this establishes file creation and faithful export, not visible gameplay
capture. On v0.4.16, the literal desktop Export button was also clicked
against that retained real Steam clip in the source UI on lxso2. The job
completed and saved ~/Videos/SteamFrame/clip_13009719723623972864_20261024_072115.mp4;
its 159,829 bytes and SHA-256 matched the previously decoded export exactly.
The temporary server stopped, the shared device lock was released, and the
headset remained in Game Mode at 99% battery. See
docs/evidence/clip-gui-export-2026-10-24.json
for the narrow proof. This did not exercise the packaged desktop installer.
On 2026-10-24, the exact v0.4.17 tag exported a second real Steam-saved clip
through frame_clips.export_clip, the same production path used by Export.
Steam listed the clip at 100.801 seconds, with 68 chunks and no gaps. The
copied MP4 was 100.833 seconds by ffprobe and decoded completely with
ffmpeg; it was not cut at 60 seconds. The test restored Steam's recording
mode, removed its reserved title and processes, and left Game Mode active at
100% battery. See the long-clip evidence.
That code-path test did not click Export in the packaged desktop app or
verify visible gameplay quality or perceptual audio/video sync.
Later that day, the published v0.4.17 x86_64 Linux AppImage also passed the
packaged desktop Export check against the retained 100.801-second clip.
The asset SHA-256 was verified before launching its unchanged extracted payload
in an isolated Electron profile on a virtual X desktop. An automated pointer
click on the visible Tools → Capture & Live → Steam clips → Export button
saved the MP4 and changed the row to ON PC / Export again. The saved file
was 100.833335 seconds, decoded completely, and matched the prior production
export by size and SHA-256. The app and test display were closed,
the Frame export cache was empty, the source clip was retained, and the shared
lock was released at 99% battery with Game Mode and SteamVR still running.
See the packaged export evidence
and its cropped before/after screenshots. This verifies the packaged Electron
button and bundled export path; AppImage FUSE mounting, desktop integration,
physical display/GPU rendering, gameplay quality and perceptual sync remain
unverified. The virtual-display launch used --no-sandbox --disable-gpu.
Remaining checks include:
- Perceptual audio/video sync and audible content. Frame Control's separate Record path stamps camera and audio inputs with the wall clock because they otherwise count from different clocks.
- Clips longer than the 100-second test and trims starting partway through a Steam recording. Two real saved clips' directory layouts were checked; the parser remains deliberately loose for other layouts.
- 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.