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How to stream games to friends at 60 FPS

To try a 60 FPS game stream, select that frame rate in FastLive, use Balance and Automatic bitrate, and begin with one viewer. The game, capture and outgoing stream all need to keep up. Selecting 60 FPS does not guarantee that every viewer receives sixty frames each second.

FastLive team
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Understand the three frame rates

The game's frame rate, the capture frame rate and the received frame rate are different measurements. A game can run quickly while the browser captures only a few frames. Capture can also work well while a viewer receives less fluid video because of sending or playback limitations. Evaluate the experience at both ends of the stream.

A single screenshot cannot show smoothness. For a useful test, walk around, turn the game camera and open an interface containing small text. Ask a friend to watch those movements. Compare similar scenes for a minute or two rather than treating a still menu as evidence that the computer handles demanding gameplay equally well.

Start with a balanced setup

  1. Open the game and keep its window restored. If exclusive fullscreen capture fails, try the game's borderless window mode.
  2. Open Settings on the FastLive home page. Select Screen, Balance and Automatic bitrate for the initial test.
  3. Choose 60 FPS. Start at 720p to evaluate movement, or 1080p when detail matters and the setup has enough capacity.
  4. Start streaming and select the game window or intended display. Check the audio option offered by your browser.
  5. Send the invitation to one friend. Add more viewers only after confirming that the first connection remains stable during movement.

Avoid changing resolution, frame rate and bitrate simultaneously. If performance gets worse, you will not know which change contributed most. Record your starting settings and compare one adjustment at a time using the same scene. A short setup test is better than spending an entire session trying a combination your computer cannot sustain.

Larger frames mean more work

A 2560 × 1080 frame contains more pixels than a 1920 × 1080 frame, even though both have the same height. Looking only at the vertical resolution can hide the extra workload of an ultrawide source. Check both width and height in the capture information, especially when you choose Original resolution.

For fast games, 720p at 60 FPS may feel better than a larger picture that repeatedly stalls. For a slower game with small text, 1080p at 30 FPS may be the more useful compromise. These are starting points, not promised results. Choose according to what your friends can actually read and follow on their own screens.

Recognize a processing bottleneck

A demanding game competes with the browser for resources. Reducing visual effects, closing intensive programs or limiting the game's own frame rate may leave capacity for capture and encoding. Try changes separately. Do not assume the connection is at fault simply because an older game streams smoothly while a heavier title delivers fewer frames.

When a diagnostic includes a sending-quality limitation reason, CPU-related and bandwidth-related values can guide investigation. They are clues rather than a complete computer assessment. A report from the host is especially useful for distinguishing a problem at the source from something visible only to a particular viewer. MDN: qualityLimitationReason

Account for upload and viewer count

FastLive's current P2P model sends video from the host to each viewer. Three friends do not necessarily cost the same as one outgoing stream. Automatic mode shares a bitrate budget across connections, while actual traffic depends on conditions. A very high manual setting can occupy upload capacity and increase delay instead of improving the result.

Compare a session with one person against the full group. Pause competing downloads or synchronization jobs and try a wired connection when available. If only one viewer has trouble, ask them to compare another browser or another authorized network. That can locate the problem without immediately lowering quality for people whose connections already work.

Use observations to choose the next change

Check the host's preview and capture information, then compare the viewer's received resolution and frame rate. WebRTC statistics can describe traffic and connection performance. A diagnostic collected while the issue is happening is more useful than one generated after the stream has recovered and the relevant conditions have disappeared. MDN: WebRTC getStats

If the local preview stutters, investigate capture and processing first. If the preview is smooth but every viewer struggles, investigate sending. If only one connection fails, focus on that viewer. Minimizing a game may reduce or stop its rendering, so keep the source restored during the test. When no practical setting sustains 60 FPS, a stable 30 FPS stream can be the better experience.

Frequently asked questions

Does fast internet guarantee a 60 FPS stream?

No. The game, capture, encoder, network and viewer’s device all contribute. Fast download speed alone does not guarantee enough upload bandwidth or processing capacity.

Should I always choose 1080p at 60 FPS?

No. Try 720p at 60 FPS for movement or 1080p at 30 FPS when detail matters more. Compare the received video rather than only the selected setting.

Why does streaming stop when I minimize the game?

Some games and systems reduce or pause the image of minimized windows. Keep the source restored and try borderless mode; a website cannot force the game to keep rendering.

Sources and documentation

Practical answers for better screen sharing.

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