Video Delay

Video Delay

Holds incoming frames in a buffer and outputs them after a configurable delay. Useful for keeping video in sync with audio that has been processed elsewhere in the chain (lip-sync), aligning multiple video sources that arrive at slightly different times, or compensating for known latency in downstream equipment. Also includes a freeze- frame mode that holds the last buffered frame on screen — handy for "pause on cue" effects or to mask a brief glitch in the source.

Video Delay - Settings

General
Property Description
Frame Delay (Frames) Number of frames the video is delayed by. [min=0, max=250, default=0]. 0 leaves the video unchanged. Higher values push the picture later in time. At 50 fps, a delay of 50 frames is one second. Larger delays use more memory because every buffered frame is kept at full resolution.
Freeze video When true, holds the current output frame on screen instead of advancing. [default=false]. Useful for "pause on cue" effects or for masking a brief glitch in the source by freezing on a clean frame. While frozen, FrameDelay is locked. Disable to resume normal delayed playback.

Performance and properties

Performance and properties — live readouts of buffer state and memory use.

Performance and properties
Property Description
GPU Memory usage (MB) Approximate memory used by the buffered frames, in megabytes (read-only). Scales with FrameDelay and the layer's resolution. Watch this on memory- constrained machines or when running long delays at 4K.

Inherits from: AbstractOperator, AbstractAudioMetering.

See also: Video Delay in Script Engine Objects.