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Stuttering when recording or streaming Minecraft (OBS or Discord) with shaders enabled #22

@jcnnik

Description

@jcnnik

Title

Severe stuttering when recording or streaming Minecraft (OBS or Discord) with shaders enabled


Description

Whenever I start recording or streaming Minecraft (using OBS or Discord), the game immediately becomes extremely stuttery — frame pacing gets inconsistent and movement feels laggy.
The issue only occurs while capture is active and stops instantly once I end the stream or recording.

The problem mainly appears when using shaders (Complementary+sodium). Without shaders, gameplay is smooth.
My hardware (RX 7900 XTX + 7800X3D) easily handles the game, so this doesn’t seem like a performance bottleneck.
It feels more like a Windows capture or compositing conflict.


Steps to Reproduce

  1. Launch Minecraft 1.21.1 (Fabric)
  2. Enable Complementary shaders
  3. Start recording or streaming using OBS or Discord
  4. Observe immediate stuttering and inconsistent frame pacing
  5. Stop recording or streaming → issue disappears instantly

Expected Behavior

Gameplay should stay smooth while recording or streaming, even with shaders enabled.


Actual Behavior

The game becomes heavily stuttery and laggy during capture.


System Details

  • Minecraft version: 1.21.1
  • Mod loader: Fabric
  • Shader pack: Complementary
  • GPU: AMD Radeon RX 7900 XTX
  • CPU: AMD Ryzen 7 7800X3D
  • OS: Windows 11 25H2
  • Display mode: tested both Fullscreen and Borderless Windowed
  • OBS / Discord: latest versions

Additional Notes

  • Enabling VSync almost completely removes the stuttering, which is unexpected. 100 FPS with VSync has no less stutter than 120 Fps without VSync. (I dont mean Tearing)
  • The Windows Snipping Tool (Win + Shift + S) also stutters when Minecraft is running, depending on the display mode — suggesting a possible Windows capture/composition issue. (Good indicator for this issue and easy to reproduce)
  • Tested Cubes Without Borders and Borderless Fullscreen Mod → problem persists in both.
  • Might be related to how capture tools hook into the graphics context when shaders are active.

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