Cross-Platform Video Recording
One Codebase, All Platforms
Deploy video recording across Windows, macOS, Linux, iOS, Android, and Oculus with a single codebase. Hardware-accelerated encoding on every platform.
Supported Platforms
Windows
WMFWindows Media Foundation for hardware-accelerated H.264/HEVC encoding
✓ Fully Supported
macOS
AVFoundationNative Apple framework for efficient encoding on Mac hardware
✓ Fully Supported
Linux
NativeLinux-native encoding for desktop and server deployments
✓ Fully Supported
Android
MediaCodecHardware-accelerated mobile encoding via Android MediaCodec API
✓ Fully Supported
iOS
AVFoundationApple's AVFoundation for efficient iPhone/iPad recording
✓ Fully Supported
Oculus/Meta
Native VRNative VR recording for Quest standalone and Rift
✓ Fully Supported
Why Cross-Platform Matters
Single Codebase
Write your recording logic once. Deploy everywhere. No platform-specific code branches needed.
Native Performance
Each platform uses its native encoding APIs for optimal performance. No generic fallbacks.
Consistent API
Same Blueprint nodes and C++ functions work identically across all platforms.
Mobile-Optimized
Special optimizations for mobile battery life and thermal management during recording.
VR Ready
Native VR support for Oculus Quest and PCVR. No additional setup required.
Ship Faster
No need to test different recording solutions per platform. One solution, unified testing.
Frequently Asked Questions
Does Runtime Video Recorder work on mobile platforms?
Yes! RVR fully supports iOS and Android. On iOS, it uses AVFoundation for hardware-accelerated encoding. On Android, it uses MediaCodec APIs for efficient H.264 encoding on mobile GPUs.
What encoding APIs does RVR use on each platform?
RVR uses native platform APIs for best performance: Windows Media Foundation (WMF) on Windows, AVFoundation on macOS/iOS, and MediaCodec on Android. This ensures hardware acceleration on all platforms.
Can I use the same Blueprint code for all platforms?
Yes! The RVR API is identical across all platforms. Your Blueprint or C++ recording code works without modification on Windows, Mac, Linux, iOS, Android, and Oculus.
What are the performance differences between platforms?
Performance is optimized per platform. Desktop platforms typically see 1-3% CPU overhead. Mobile platforms are optimized for battery efficiency while maintaining smooth recording at 30-60 FPS.
Deploy Recording Everywhere
One plugin. All platforms. Ship faster with unified video recording.