Flashback retained 140.92 FPS while Medal averaged 109.23 FPS in the same 1080p benchmark.
Measured on real hardware.
Every number published.
We test Flashback against the recorders people actually use, on the same PC and the same repeatable game scene, and publish the full results, including where another recorder wins.
One PC. One game. No borrowed numbers.
Flashback, Medal, and NVIDIA ShadowPlay were measured on the same Ryzen 7 9800X3D and RTX 5070 using Cyberpunk 2077’s repeatable built-in benchmark.
The same Flashback pass finished 33.74 FPS ahead of NVIDIA ShadowPlay.
About 82% less resident memory than Medal and 52% less than the listed ShadowPlay processes.
Cyberpunk 2077 · native raster
1920×1080 · H.264 · 60 FPS · 60-second replay · 20 Mbps
| Recorder | Avg FPS | vs baseline | 1% low | 0.1% low | P99 ms | Process CPU | RAM | Private | Encode | GPU power |
|---|---|---|---|---|---|---|---|---|---|---|
| Flashback0.6.22 | 140.92 | −5.86% | 103.45 | 91.05 | 9.27 | 0.59% | 238.9 MiB | 336.4 MiB | 7.56% | 194.1 W |
| Medal2630.351.1 | 109.23 | −27.03% | 80.66 | 75.49 | 12.07 | 0.52% | 1,313.7 MiB | 1,537.7 MiB | 9.58% | 182.1 W |
| ShadowPlay11.0.8.299 | 107.18 | −28.40% | 78.86 | 73.21 | 12.31 | 0.01%* | 500.2 MiB | 667.4 MiB | —* | 205.8 W |
Flashback and Medal were verified at 20 Mbps. ShadowPlay used the same visible 1080p, 60 FPS, 20 Mbps settings. Its CPU and encode work is distributed across NVIDIA’s overlay, driver, and injected components, so the listed-process CPU and encode fields are not a complete total.
What this benchmark does—and does not—say.
Every run used Cyberpunk’s High raster preset at native 1920×1080. Ray tracing, upscaling, frame generation, VSync, and frame caps were disabled. System audio was enabled, microphones were disabled, and each recorder kept a 60-second H.264 replay buffer.
The recorder-off baseline, Medal, and ShadowPlay figures are three-run means. Flashback is the final measured 0.6.22 optimization pass; earlier Flashback development runs were excluded because the capture engine changed between them. Hardware, drivers, game updates, and capture settings can change results, so these numbers describe this PC and workload rather than every system.
- Game
- Cyberpunk 2077 2.31
- CPU
- Ryzen 7 9800X3D
- GPU
- GeForce RTX 5070
- Driver
- NVIDIA 610.74
- OS
- Windows 11 build 26200
- Capture
- PresentMon 2.5.1
Fair to every recorder,
including ours.
A benchmark is only useful if someone else could repeat it. These are the rules every published run follows.
Same PC, same scene
Every recorder runs on one machine, one game build, and one repeatable built-in benchmark, back to back.
A recorder-off baseline
Each set starts with no recorder running, so every result is shown as a cost against the game on its own.
Matched settings
Resolution, frame rate, bitrate, codec, and replay length are set the same in every app, and audio is configured the same way.
Repeated runs
Competitor and baseline figures are means of three completed runs. We say when a figure comes from a single pass and why.
Frame times, not just averages
PresentMon records every frame, so 1% lows and 99th-percentile frame times show stutter an average would hide.
Every result, even the losses
Where another recorder wins a metric, the chart says so. Memory is split into resident RAM and committed private memory, never mixed.
Check the numbers yourself.
The measured values behind every chart on this page are published as raw data. Want a game or GPU tested next? Tell us.