Author Topic: De-Sync in DirectX Games  (Read 5740 times)

Necroscope86

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De-Sync in DirectX Games
« on: February 07, 2016, 01:10:52 am »
Hi There,

I'm by no means an expert but I have a relatively good working knowledge of how Dxtory works. I've used alot of programs in the past, but last year switched to Dx and really found it awesome.
Heres my problem - I've used Dx all last year, with no problems at all. Watched a few tutorials which helped me set up really good 1080p quality recording. No issues what so ever.

I've only recently noticed it, but it appears over the last month or so, when recording games which run via DirectX (The games in question are RE Zero Remake and XCOM 2) the game no matter what settings I use always seems to desync. I recorded a full Fallout 4 Let's Play previously with no issues what so ever with Desyncing.
I've always done some test recording on an emulator which I have running via OpenGL and the desync does not seem to be present.
I'm leaning towards it being some form of a Directx issues or GPU problem as it also appears that when I use Fraps I have the same issue.

Any help would be greatly appreciated - I'm at my wits end!

Kind regards,

Necro

zerowalker

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Re: De-Sync in DirectX Games
« Reply #1 on: February 07, 2016, 05:11:26 am »
Dxtory will always desync for everyone cause it doesn't have clock drift correction.

Though if you get different sync issues then that's not the problem, clock drift is basically always the same.
Which can be let's say, 100ms negative or positive delay every hour. (It all depends on the difference betweel CPU clock and SoundCard Clock, so it's different for everyone).

You can use the Audio Timer tool to detect what desync you have so you can then know how to correct it afterwards.
But as said, if that was the issue you would Always experience it, no matter if it's OpenGL or DirectX.

Necroscope86

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Re: De-Sync in DirectX Games
« Reply #2 on: February 07, 2016, 05:14:46 am »
Thanks for the response sir.
But what could explain do you think why at one point it was recording everything fine with no desync, its not - again im no expert but I just wonder if somethings changed etc

zerowalker

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Re: De-Sync in DirectX Games
« Reply #3 on: February 07, 2016, 06:43:43 am »
As far as i know Dxtory itself hasn't changed.

Have you changed any hardware?
Especially Soundcard, External or otherwise?

When you say you don't have this issue with an Emulatr that used OpenGL please tell me which emulator etc.

What we need to confirm is if this sync issue is clock drift or something else.
Cause clock drift doesn't just appear out of nowhere, it's either a hardware that's been replaced or the software recorder has changed (and i don't think dxtory has).

Necroscope86

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Re: De-Sync in DirectX Games
« Reply #4 on: February 07, 2016, 09:10:45 pm »
http://desmume.org/ is the emulator I'm using.
Hmm I'm wondering if hardware could be failing maybe? Its such an odd issue thats why I'm so frustrated.
I'm going to do abit of test recording today see if I can fix anything :(

In relation to Hardware/software I have done the usual windows updates and a few driver updates too for my GPU. I thought they might be the issue?

zerowalker

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Re: De-Sync in DirectX Games
« Reply #5 on: February 07, 2016, 11:15:29 pm »
Hmm, well it's probably not a hardware failure, then you would have Reallly big issues.

How big is the desync?

One test i usually do is record the game Super Mario World (SNES game) with an emulator of choice.
You record the intro, as the intro goes in repeat forever, and just record it for an hour or more.

On that video it's usually very easy to see the issue.

But please do run the Audio Timer provided in this forum, you can let it run in the background.
Let it run for 1 hour at least, then post a picture of it's results.

Necroscope86

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Re: De-Sync in DirectX Games
« Reply #6 on: February 08, 2016, 02:24:11 am »
I absolutely will do bud, but again I've just recorded from the emulator.. no problems at all. Ill do that audio thing in a moment - could it be something around that suddenly my computer cannot record AAA titles now? Hmm :(

zerowalker

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Re: De-Sync in DirectX Games
« Reply #7 on: February 08, 2016, 03:24:05 am »
There shouldn't be any Real difference when it comes to sync between Game X and Game Y.
Something weird is occurring if there is a difference.

Please do tell me more details.

How much is the desync, how fast does it occur?
Is it over time or is the desync static (meaning it's say 100ms All the time).

Necroscope86

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Re: De-Sync in DirectX Games
« Reply #8 on: February 08, 2016, 03:48:50 am »
It seems to be everytime its the same amount of time, that it desyncs. For example if I'm recording XCom2 it desyncs at around 2:50 mins in.. roughly (I can tell the time as theres some gunfire at that point which dont match up)

http://i.imgur.com/1W9hyu3.png

Thats the result of the program you told me you to use?

Thank you for trying to help me with this

Necroscope86

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Re: De-Sync in DirectX Games
« Reply #9 on: February 08, 2016, 04:30:32 am »
Hmm... now oddly, if I use the DxTory default codec... it doesnt appear to desync. What the heck?

zerowalker

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Re: De-Sync in DirectX Games
« Reply #10 on: February 08, 2016, 07:06:06 am »
Well no idea how long you ran that Audio Timer software, but you can see the ms delay you will get, that's the desync based on Clock Drift.

Seems big for your USB Mic, but mine is bad as well when it comes to clock drift.
Normally you won't be bothered by it as long as your recording is below 50ms drift (which you can easily calculate).

But you say codec change fixes it, then it's not clock drifting, and from 2:50 minutes it's impossible to be clock drift, at least if it's Noticeable desync.

Are you sure it's not a playback issue?

Necroscope86

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Re: De-Sync in DirectX Games
« Reply #11 on: February 08, 2016, 07:13:24 am »
That was an hour matey.

It seems with the default codec it doesnt seem to do.
Could you explain what a playback issue is, or what could be causing it?
Could it be just.. showing? Wrong on my computer somehow.

I use VLC for playback and record with Lagarith Lossless codec if thats any help?

Necroscope86

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Re: De-Sync in DirectX Games
« Reply #12 on: February 08, 2016, 07:14:22 am »
Just to add, but then I think it couldnt be a playback issue as when I record the emulator footage, theres not an issue... its driving me mad this :(

zerowalker

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Re: De-Sync in DirectX Games
« Reply #13 on: February 08, 2016, 10:32:26 am »
Try using MPC-HC just in case.

But as for the emulator footage being correct.

Are you sure, it can be that the footage just is easier not to detect desync?

And still how big is the desync?

If possible could you upload the recordings till you get desync, same length on both the emulator and on whatever game you get desync on.
Would like to see myself.
To make it easy you can just record any not do do something that makes some sound that is trackable. Then just let it stay and go from the PC, then later do the same trackable sound thing.
Example would be shooting, hitting, jumping, etc. Things where you can easily see when the sound is supposed to appear.

Necroscope86

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Re: De-Sync in DirectX Games
« Reply #14 on: February 09, 2016, 08:59:44 am »
I've had a good look on the Emulator footage and it does appear to be in sync.

Heres another odd occurence.

I've recorded a few hours of footage tonight using Shadowplay (Which is built into my GPU) and its recorded perfectly.. very slight tearing here and there, but very minor. No desync... so confused!