Benchmarks

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.

1 published runLatest measured July 23, 2026
Measured July 23, 2026 · controlled 1080p test

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.

PresentMon + game results
+29.0%More FPS than Medal

Flashback retained 140.92 FPS while Medal averaged 109.23 FPS in the same 1080p benchmark.

+31.5%More FPS than ShadowPlay

The same Flashback pass finished 33.74 FPS ahead of NVIDIA ShadowPlay.

238.9 MiBLowest resident memory

About 82% less resident memory than Medal and 52% less than the listed ShadowPlay processes.

1080p

Cyberpunk 2077 · native raster

1920×1080 · H.264 · 60 FPS · 60-second replay · 20 Mbps

Recorder-off baseline149.69 FPS
Average game FPSHigher is better
Flashback−5.86% vs recorder off
140.92
Medal−27.03% vs recorder off
109.23
ShadowPlay−28.40% vs recorder off
107.18
1% low FPSHigher is better
Flashback−0.85% vs recorder off
103.45
Medal−22.69% vs recorder off
80.66
ShadowPlay−24.42% vs recorder off
78.86
Resident memoryLower is better
FlashbackLowest measured footprint
238.9 MiB
Medal5.5× Flashback
1,313.7 MiB
ShadowPlay2.1× Flashback
500.2 MiB
Private memoryLower is better
FlashbackCommitted address space
336.4 MiB
Medal4.6× Flashback
1,537.7 MiB
ShadowPlay2.0× Flashback
667.4 MiB
RecorderAvg FPSvs baseline1% low0.1% lowP99 msProcess CPURAMPrivateEncodeGPU power
Flashback0.6.22140.92−5.86%103.4591.059.270.59%238.9 MiB336.4 MiB7.56%194.1 W
Medal2630.351.1109.23−27.03%80.6675.4912.070.52%1,313.7 MiB1,537.7 MiB9.58%182.1 W
ShadowPlay11.0.8.299107.18−28.40%78.8673.2112.310.01%*500.2 MiB667.4 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.

Read the result, not a made-up score

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
How we test

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.

01

Same PC, same scene

Every recorder runs on one machine, one game build, and one repeatable built-in benchmark, back to back.

02

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.

03

Matched settings

Resolution, frame rate, bitrate, codec, and replay length are set the same in every app, and audio is configured the same way.

04

Repeated runs

Competitor and baseline figures are means of three completed runs. We say when a figure comes from a single pass and why.

05

Frame times, not just averages

PresentMon records every frame, so 1% lows and 99th-percentile frame times show stutter an average would hide.

06

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.

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