
How are kill cams implemented in video games?
This method is also not as reliable as the other methods, as in a single player game if you’re a lot closer to the other player you can quickly gain an advantage. In multiplayer however, if you’re just sitting in the same position you're less likely to get an advantage. The only way to be sure that you're not losing is to make sure you’re sitting in a position where your opponent will not be able to get a shot off. If you're right in front of your opponent, you're almost certain to get an advantage.If you have any more questions or ideas, please feel free to leave a comment and I'll try to answer.The method below is not perfect but it is much more effective than any of the other methods I’ve seen. This method is only for single player game, but it does not require much server processing power since the last 300 frames is all you need.If you want to try out any of the methods or see a difference, I’ll be happy to show you on the forums so you can compare and see what works best for you.You’ll also need a video capture card that can record at a decent rate. You can get one from Amazon or Newegg for under $30. You can also get a video capture card from Ebay for under $20.For the best results, you will need to set your video capture card to capture the last 30 seconds of a
The solution to this problem is to use a third party server that does this. In my experience this option is very popular among game developers who need to be sure the game will run smoothly on different systems.Here is an example of such a third party server. The first screenshot shows a game running on a computer with two Intel® Core™ i7 processors, 8GB of RAM and an NVIDIA® GeForce® GTX 770 video card. The second screenshot shows the same game running on a laptop with an AMD® Radeon™ R9 270 video card.In the game the server will take the first and last 30 frames from the video stream, record the video in 1080p and then start recording again in 720p. After each capture the server will send back the video and save the last 30 frames. This way the server has to be constantly monitored, if one player drops out or does something unusual it would be very easy to get a corrupted video.The best part about this is that the video capture does not affect performance. The server will only record the last 10–15 frames and the rest of the video is kept in memory so it is not noticeable in-game.Another benefit is that this method can be used on a large number of systems without affecting performance. The only performance impact is that the video would take longer than a few seconds to be recorded.