What Are Codecs and Digital Container Formats?

Using oCam at work or school? A license is required, and it removes all ads, including this window. See the paid version →

When using oCam normally, you do not need an in-depth understanding of codecs and digital container formats. However, if you want to use oCam's extended features or optimize your recording settings, it is useful to understand these two terms. Below is an easy explanation of codecs and digital container formats, focused on how they relate to oCam.


* What is a digital container format?  

A digital container format refers to familiar file extensions such as AVI, MP4, MOV, and FLV. It is a meta file format that defines the structure for storing video, audio, and metadata (for example, subtitles and time information) together in a single file. Simply put, you can think of a container format as the framework of a file structure that determines how video and audio data are stored.  

For more information, see Wikipedia:  

https://en.wikipedia.org/wiki/Container_format



For example, if a file is an AVI file, the container format is AVI, and the video and audio data inside that file are stored according to the structure defined by AVI. A container format acts like a "container" that holds the data, while the actual method used to encode the data is determined by the codec.


* What is a codec?  

A codec is hardware or software that performs encoding and decoding. It includes algorithms for compressing data, decompressing it, or converting it into another format. In oCam, codecs are used to convert screen video data into a video file and to generate audio data. The generated data is then saved according to the digital container format selected by the user.  

For more information about codecs, see Wikipedia:  

https://en.wikipedia.org/wiki/Codec


Simply put, a codec is a tool that compresses and converts video or audio data so it can be stored or played back efficiently. Common codecs used in oCam include XVID, MPEG-1, MPEG-2, MPEG-4, and H.264, while common audio codecs include MP3 and PCM.


* Codecs and container formats in oCam  

In oCam, a codec is used to encode video and audio data in order to convert screen recording data into a video file. This encoded data is then saved as a file in the digital container format selected by the user, such as AVI or MP4. For example:  

- If the file extension is AVI, the container format is AVI, and the video data inside may be encoded with H.264 or MPEG-4. The audio data may be saved as MP3 or PCM.  

- In the case of an MP4 file, the container format is MP4, and it may similarly contain video encoded with H.264 and audio encoded with MP3.


* Summary  

In oCam, the digital container format is the framework that defines the file structure, such as AVI or MP4, while the codec is the method used to compress and convert the video and audio data inside it, such as H.264 or MP3. oCam's default settings are enough for high-quality recording, but depending on your specific purpose, such as optimizing file size or improving editing compatibility, adjusting the codec and container format can make your workflow more efficient. If needed, try selecting the codec and format you want in oCam's codec settings menu.

Another helpful tip

oCam Advanced Settings - Recording - Game Tab

 


oCam is software that provides settings specialized for game recording, helping gamers and content creators capture high-quality gameplay footage with ease. In the settings window that appears when you click the "Tools - Options" menu, the "Game" tab under the "Recording" category provides detailed settings optimized specifically for game recording. The options in this tab include various features for managing gameplay frame rates (FPS) and optimizing system resources, allowing users to adjust recording to suit their own environment. Below is a detailed explanation of the main settings in the "Game" tab.


Show FPS

The "Show FPS" option determines whether the real-time FPS (frames per second) value is displayed in the top-left corner of the screen while using game recording mode. By default, this option is checked, so the FPS value appears on the screen during game recording. This feature is useful for users who want to monitor game performance in real time. For example, it helps you check whether the game is running smoothly or whether frame drops are occurring during recording. If you do not need the FPS display, you can disable this option to keep the screen cleaner.


FPS Calculation - Interval (Milliseconds)

The "FPS Calculation - Interval" setting lets you specify the time interval used to display FPS in milliseconds (ms). FPS means the number of frames drawn per second and is calculated based on 1,000 milliseconds (1 second). If the user enters a value smaller than 1,000 ms, oCam calculates and displays a predicted FPS value based on that interval. For example, if it is set to 500 ms, the FPS will be updated every 0.5 seconds. This setting is useful when you want to monitor frame rate changes in more detail.


In addition, "Rounding Mode" is an option that lets you choose how decimal values are handled when calculating FPS. You can select rounding, round up, or round down, allowing you to adjust how the FPS value is displayed. For example, if you choose rounding, the FPS will be shown as a neatly rounded whole number.


FPS Limit

"FPS Limit" is a feature that restricts the game's frame rate in game recording mode to a value specified by the user. This setting allows you to adjust the game's FPS to the level you want, which is useful for optimizing system resource usage or maintaining consistent recording quality. Two modes are provided for FPS limiting:


Consume CPU Cycles: This mode continuously uses the CPU to keep the frame rate as close as possible to the FPS value entered by the user. This method is suitable when precise FPS control is needed, such as when you want stable recording in a high-spec game. However, CPU usage may increase, so you should pay attention to system performance.

Yield to CPU: This mode limits FPS while minimizing CPU usage. It adjusts frames by using idle time, so it has the advantage of reducing CPU load, but FPS limiting may have a slight margin of error. This method is useful for users who want to save system resources or record on a lower-spec PC.

Limit FPS Only While Recording

The "Limit FPS Only While Recording" option applies the FPS limit only while recording is actually in progress. In other words, the specified FPS limit works only while recording is active after pressing the record button, and once recording stops, the game runs again at its original FPS. This setting is useful for users who want to manage gameplay and recording separately. For example, you can enjoy the game at maximum performance during normal play and limit FPS only during recording to get more stable video.


Usage Tips

The settings in the "Game" tab play a key role in balancing recording quality and system performance. For example, when recording a high-spec game, you can use the "Consume CPU Cycles" mode to set an accurate FPS limit and adjust FPS to 60 or higher for smoother footage. On the other hand, on a lower-spec system, it is better to choose the "Yield to CPU" mode to reduce resource usage. In addition, by enabling the Show FPS feature to check performance in real time, you can quickly identify frame drops or performance degradation during recording.