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

| 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.

| 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.