Speed ramps in Premiere, DaVinci or CapCut multiply whatever's in the clip, including the frozen frames from lag. For footage that stuttered while you recorded it, dedupe the frames first and then choose a pace. If the recording was smooth, a plain speed change is fine.
Which situation are you in?
| The recording | What to do |
|---|---|
| Was smooth, you just want it faster for the video | A normal speed change in your editor (section below). Nothing to fix. |
| Stuttered or froze while recording (late rounds, bosses, big pops) | Remove the repeated frames first, then set the pace. Otherwise the stutter gets faster, not smoother. |
| Has pause-menu visits you want gone too | Same as above; the dedupe pass can cut menus at the same time. See cutting pause menus. |
Option A: a plain speed change in your editor
- Trim to the section you want. Speed changes are easier to judge on a short segment.
- Apply the speed change. Premiere: right-click → Speed/Duration. DaVinci Resolve: right-click → Change Clip Speed. CapCut: Speed → Normal. 200-300% is typical for BTD6 fast-forward.
- Turn off frame blending or optical flow for gameplay. Those options invent in-between frames and smear the UI. "Frame sampling" or "nearest" keeps the picture sharp.
- Check the result frame by frame. If it looks jerky, the source had repeated frames and you're in Option B territory.
Option B: remove repeated frames, then set the pace
This is the approach for footage that lagged. The idea is to keep only the frames where the game state changed, then play those back at a constant rate. The output has the same number of real frames as the original, just without the padding, so it reads as fast-forward without any skipping.
- Open LagCut in Chrome or Edge (other browsers work but may buffer long exports in memory).
- Drop in the clip. Trim it to the 30 seconds you want first: the prototype processes the first 30 seconds of any file. Scanning runs locally; nothing is uploaded.
- Review the detected cuts. LagCut lists pause-menu visits and repeated-frame runs on a timeline. You can remove or add cuts by hand.
- Choose the game speed. Normal (1×) keeps real-time pacing between frames. Fast-forward (3×) is the usual choice for late-round montages. The whole export uses one pace.
- Export. You get a video-only MP4. Add your commentary, music or original audio back in your editor.
What this looks like on real footage
| Source | Window | Repeated frames removed | Result |
|---|---|---|---|
| Round 268, 30 fps | 30 s | 638 of 901 | 8.8 s |
| Round 400+, severe lag | 30 s | 159 of 208 | 1.6 s |
| Boss tournament, 60 fps, 3 menu visits | 30 s | 1,340 of 1,800 | 3.25 s |
Those are from three different creators' channels, covering 30 fps, 60 fps and sparse footage. The before/after clips are on the LagCut demo section.
Removing repeated frames recovers pacing, not missing gameplay. If the game stalled for two seconds and then jumped, the frames it never drew can't be recreated by any tool. The result will skip at that point, because the original did.