Hi there, I've tried several screen recording apps for GearVR to try and record demos from my Unity projects, but I can't seem to get anything that'll record more than a handful of frames per second. I've tried Lollipop Screen Recorder and Recordable at various settings, but the videos come out with unpredictable framerates, none of which are acceptable.
I'm assuming there's some solution I don't know about? What do folks use?
Thanks in advance!
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Mobile VR Jam: http://vrjam.challengepost.com/submissi ... king-title
Mobile VR Jam Form Post: viewtopic.php?f=77&t=22887
https://www.youtube.com/watch?v=DeoOCiGmtAc
Another app could be maybe mobizen.
I tried Recordable with various settings but I get this odd behavior where it doesn't seem to capture frames for long stretches of time (3-5 secs), and then when it does, it's maybe, maybe 3 fps. The odd thing is when a system notification pops up (e.g. "bluetooth controller connected") it will record at much higher fps while the message shows, then it goes back to the old behavior. It seems to happen with several of these recording apps (also tried another app).
Anyone else getting this or maybe it's just my own setup? I'm using Unity 4.6.3 and Lollipop.
-j.
Did you try these settings?
I'd be curious to know if anyone else has done the same (Recordable with a Unity-based app) and gotten similar/different results? the youtube demo is of the core GearVR experience which I'm guessing is all done in native code, not Unity.
adb shell screenrecord --bit-rate 8000000 --time-limit 30 /sdcard/kitkat.mp4
The above command would record at 8Mbps, instead of the default 4Mbps, for a duration of 30-seconds and save it to the SD Card on your device with the name of KitKat.
The suggestion to use adb screenrecord results in the same issues as the apps before (low or frozen screens, then the video "jumping forward"). Note that I'm running a Unity-based app.
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Yes, simply use wifi debugging:
Problem with recording on PC is that you're using desktop shaders instead of mobile ones - actual game _on device_ will look different unless you're using just simple shaders or something
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