Is there anything to do about compability/performance with recording software when using OpenGL?
While the game runs better when playing normally, the performance is significantly lower compared to DirectX while recording. Haven't tried streaming yet but i'm probably going to have more trouble with more demanding preset when the difference is this big with local recording.
Another problem is that there seems to be fixed desync every time trying to record in OpenGL. While it's easily fixed it takes some time and it shouldn't happen.
While these videos wasn't uploaded with intention of posting them here they give good reference. Noticed desync problem after uploading OpenGL recording. Tested it couple of times and the video was desynced every time so i switched to DirectX and reuploaded.
System specs:
OS: Windows 7
GPU: Sapphire HD 6870
CPU: AMD FX-6300. Overclocked at 4.4Ghz
RAM: 8GB
Mobo: Asrock something. Not in home to check and probably not relevant information.
Drive: Some old HDD. Shouldn't be too old to slow things down.
Recording settings used:
Software:OBS
Resolution: 1600x900 downscaled to 1280x720
Mode: CRF 17. No bitrate limit. Buffer size of 1000kbps. Audio bitrate of 160kbs.
Encoding preset: Ultrafast (fastest)
Framerate: 120fps in DirectX and 90fps in OpenGL (Changed because of low performance, can't remember exact numbers)
DirectX
Performance: Averages at ~300fps. Occasional barely noticeable lag spikes where it goes under "red zone" which is 240fps.
OpenGL
Performance: Averages at ~260fps. Constantly dipping below red zone. Audio in desync as told earlier.