Handling game crashing when using external DLL
I'm working on a project which involves using OpenCV to record in-game footage without any external screen recorder. I have it set up so that a timer calls a function from the DLL at the desired framerate (one call per frame). That function will then take care of capturing the screen and outputting it to a video file. So far everything works fine, however in an effort to improve the performance I've started messing around with multithreading using FAsyncTasks, and if I call the DLL function too often, OpenCV throws me the following access violation error. I've tested it on several machines and figured out that the slower the CPU the lower the maximum call frequency is.
I kinda have two questions at this point,
Am I right to think that my program cannot run faster without modification to the DLL?
And, Is there way to stop the game from crashing whenever that error happens?
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