Chapter 4 of 5

Bitrate, encoders, and why your stream looks soft

7 min read · Last reviewed 12 September 2026

Resolution, frame rate and bitrate get treated as three separate settings. They are one decision with three dials, and getting it wrong in the obvious direction — too much resolution, not enough bitrate — is the most common reason a stream looks like wet paper whenever anything moves.

What bitrate actually buys you

Bitrate is how much data per second your stream is allowed to use. Every pixel you send and every frame you send has to come out of that budget.

So the three settings trade against each other:

  • More resolution means more pixels to describe, so each one gets less data.
  • More frames per second means more pictures to describe, same.
  • More movement — fast games, particle effects, shaky camera, snow, water, confetti — means each frame differs more from the last, which is exactly what costs bitrate.

This is why a slow strategy game looks fine at a bitrate that turns a shooter into soup.

Pick honestly, in this order

  1. Find out what your upload can actually sustain. Not the number on your contract — a real speed test, repeated at the time you actually stream. Use about two thirds of it. The rest is headroom for everything else on your connection.
  2. Choose frame rate. 60fps for anything fast, 30fps for anything slow. If you are short of bitrate, 30fps at a higher quality beats 60fps of mush.
  3. Choose resolution last, from what is left. 1080p needs real bitrate to hold up under movement. 936p or 720p at 60fps looks better than starved 1080p, and viewers do not read the resolution label — they see whether it is sharp.

If you have to choose between them: sharp and small beats large and smeared.

Use your GPU, not your CPU

If your graphics card has a hardware encoder — NVENC on Nvidia, AMF on AMD, Quick Sync on Intel — use it.

Software encoding, x264, produces slightly better quality per bit, but it does it with the same CPU that is running your game. On a single-machine setup, that trade is almost never worth it: the dropped frames and the game stutter cost you more than the small quality gain wins.

Modern hardware encoders are good. The reason people still argue about this is that the comparison was genuinely close a decade ago and nobody updated the advice.

The settings people forget

  • Keyframe interval of 2 seconds. Most platforms require this. It is also what decides how quickly a viewer sees a picture after clicking.
  • The encoder preset. Slower presets look better at the same bitrate and cost more of whatever is doing the encoding. If you are on the GPU and not short of headroom, move it one step slower than the default.
  • Recording separately from streaming. Record locally at a higher quality than you stream. The clip you will want to reuse is always the one you streamed at 4,500kbps.

When it goes wrong live

Two symptoms, two different causes:

  • Dropped frames — the connection cannot keep up. Lower the bitrate. Nothing else is the fix, including buying a new capture card.
  • Skipped or lagged frames — the machine cannot keep up. Lower the encoder preset, drop the resolution or frame rate, or move encoding to the GPU if it is not there already.

Watch the statistics window occasionally while you stream. Both problems are visible there long before anyone in chat mentions them.

Test it properly, once

Stream privately for five minutes on the busiest, fastest thing you play. Something with explosions and a moving camera. Not a menu.

Then watch it back on a phone. If it holds together there, it holds together everywhere, and you can stop touching these settings — which is the actual goal. Every hour spent tuning encoder settings is an hour not spent streaming.

Next: what belongs on screen permanently, and what should only appear when something happens.

Gleem Academy articles are general information and are no substitute for legal or tax advice. Legal disclaimer