πŸŽ₯CameraTwin Recorder

This page contains information about our recording solution that records the receiving camera stream powered by the Unreal Engine capabilities.

CameraTwin Recorder

In the current version of the recorder there is no UI to show the progress of the recording, the recorder is just a background process that collects and stores in files all the video frames and related metadata with their respective timestamps. You can adjust some parameters of your recording by changing the Recording Settings. The recorder is multithreaded and you can set the number of threads that it will use and the maximum amount of frames its going to cache by going to &#xNAN;Project Settings -> CameraTwin -> Recorder Default Settings and change the Recorder Threads and the Recorder Tasks Max Queue

Don't be afraid to set the Recorder Threads to a number more than your physical cores as they are used in IO operations and a single Physical core can handle multiple such threads. That said be careful to select a sensible number for your machine inside the range of 0.5 - 3x your pysical/logical cores.

The Recorder Tasks Max Queue will only affect your ram usage and you can think of it as the maximum headroom in seconds that the recorder should cache in order to catch up with the recording, meaning at 30fps if you want 2 seconds headroom you should set this to

2 x 30 = 60.

The recorder is tightly coupled with the CameraTwin Source, so if you have multiple cameras connected each one will have its own recorder and that can affect the performance if multiple cameras are recorded at the same time depending on the computing power of your machine. You might need to adjust the Recorder Threads and the Recorder Tasks Max Queue settings in that case.

Recording Asset

After each recording a new Recording Asset is created inside the Folder that is set in the Recording Settings. For more details, check the CameraTwin Recording Asset Page.

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