I know for a past game I developed I incorporated 'export to frames' functionality so my game would work well with FRAPS. with the option flipped on the delta timing in the game would basically ignore the 'lag' present from FRAPS. So the game could chug at slow motion but when you play it back, it was perfect.
Also included same functionality to take screenshots at 60fps and save it to a folder (to create true high-res animations), again compensating the delta timing so it comes out smooth.
All of it a bit extra work but was pretty cool in the end :). Would be an awesome feature for your framework to allow developers to later create content to advertise their games more easily ;).
The biggest bottleneck (besides CPU) when doing FRAPS is your harddrive speed. 10k rpm is usually recommended if you're going to be doing video capturing like that regularly, but the standard 7200rpm should be fine if its not a routine.
Also included same functionality to take screenshots at 60fps and save it to a folder (to create true high-res animations), again compensating the delta timing so it comes out smooth.
All of it a bit extra work but was pretty cool in the end :). Would be an awesome feature for your framework to allow developers to later create content to advertise their games more easily ;).
The biggest bottleneck (besides CPU) when doing FRAPS is your harddrive speed. 10k rpm is usually recommended if you're going to be doing video capturing like that regularly, but the standard 7200rpm should be fine if its not a routine.