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When I use hardware encoding on my host PC games using too much physics (Crysis series) stutters like hell :(
I was receiving poor results while hardware encoding at my host GTX980 and using software encoding instead with overall better quality.
Thanks for the explanation and the files
To be honest I don't think NvIFR is "disabled" by any means. I think valve has it set higher than NvIFR on the encoder priority chain which in my (and many others) opinion is completely wrong. IFR should always take precedence over FBC.
Also I've managed to get GTAV to work using NvIFR. The trick is start the launcher, "launch" the game, and during the 3-4 second period before the game starts quickly start the stream. Unfortunately in my case I must have the stream started before the game actually launches otherwise it will not detect my controllers. It sounds like a pain in the ass, because it is. Though after doing it a few times it becomes pretty trivial.
For those wondering the difference.
NVFBC = Full framebuffer capture
NVIFR = Single game capture. (From what I can tell it does this is much more of a "push" than a "pull" if that makes sense)
NVIFR should always be faster than NVFBC
PS:
I use a trick to make steam pass the 30m network limit, the encode bit rate can reach 50m~70m
To top it all off I can consistently reproduce an issue with Batman Arkham Knight where using NVFBC the game will freeze on client but sound continues. On the host, the game is still running fine ! but in the background the steam bootstrapper has stopped responding :(
https://developer.nvidia.com/sites/default/files/akamai/gamedev/GRID/grid22/GRID-SDK-FAQ.pdf
NVFBC -> suited for full screen games.
So you should configure full screen, not borderless window...
NVFBC is better for games at full screen.
I'll again quote NVIDIA's own GRID FAQ