Vizard Agent

How to get the game's interface out of your gameplay footage

Last updated 2026-09-10 · 8 min read

Tell Vizard Agent the game's interface has to go and that none of the action may be lost. It measures exactly where the panel sits on a full frame, maps the subject's path across the whole recording, and reframes so the interface falls outside the crop — having first checked the action never travels through the part of the frame being cropped away.

What is the short version?

A game's interface is drawn into the recording, so it cannot be switched off after the fact. It can sometimes be painted out and it usually looks like it. Cropping it away is cleaner, and the only question is whether the action ever goes where the interface is.

  1. Go to Vizard Agent with the recording.
  2. Say the interface must go and the action must not.
  3. Ask whether a crop can do it before anything is painted.

What do you need before you start?

The recording and a clear priority. The interface and the action often occupy the same frame, so it is worth saying which you would sacrifice — most people would rather keep a small piece of interface than lose the moment the play happens.

What do you type into Vizard Agent?

Say the action is the constraint. A request to remove the interface is easily satisfied by cropping into the middle of the frame, which loses the interface and half the play — naming what must survive turns it into a real question about geometry.

Prompt

Remove all the on-screen text, the HUD, the speed indicators and any writing so the video is clean. Keep the whole race — the car has to stay fully visible throughout. Make it cinematic rather than stiff, but do not add any text of your own.

Variants worth knowing:

What does Vizard Agent actually do?

Here is the order Vizard Agent worked in on a real racing capture with a built-in interface panel. Most of the list is geometry — establishing whether a crop can work before anybody tries to paint anything out.

  1. Assesses the subject's position and movement across the recording.
  2. Checks where the interface panel sits relative to the action.
  3. Takes a full frame to measure the panel's area precisely.
  4. Assesses whether the footage can be reframed cleanly without the panel.
  5. Maps the subject's whole journey through the recording.
  6. Determines a crop that excludes the panel across the entire clip.
  7. Tests a reframe to one side to keep both subjects visible.
  8. Looks at the subject exactly as it passes the panel's area.
  9. Renders the reframed version and grades it.
  10. Checks the final framing, the subject's clarity and the panel.

Step five is the step that decides the whole job. A crop that clears the interface at the start of a clip is worthless if the car drives through that corner at the twelve-second mark, so the subject's path is mapped across the whole recording before a crop is chosen.

Step three is a small measurement that saves an argument later. Taking a full frame and measuring the panel's actual area gives Vizard Agent a boundary in pixels rather than an impression of where the interface roughly sits, and a crop set against an impression tends to clip a corner of it.

Step eight is the specific check people skip. The moment the subject passes closest to the interface is the frame where the crop either works or does not, and it is far easier to look at that frame than to watch the clip and hope.

What does the result look like?

Footage with no interface anywhere in it, the action complete from start to finish, framed deliberately by Vizard Agent rather than simply cropped into the middle, and graded so that it looks like a shot rather than a screen recording.

Nothing has been painted out, so nothing looks painted out.

When does this not work well?

Some interfaces surround the action. A HUD with elements in every corner, a minimap in the middle of the play area, or a timer over the subject cannot be cropped away without losing the thing you are keeping.

How do you fix a result that came back wrong?

Say whether you lost some of the action or kept some of the interface. Vizard Agent keeps the path map it built and the panel measurements it took, so shifting the crop is a change to one number rather than a fresh pass over the whole recording.

How does Vizard Agent compare to doing it yourself?

By hand the crop gets set on a frame where the interface is visible and the subject happens to be central, which works for that frame. The moment the subject moves to that side of the screen, it is outside the crop, and that is discovered on playback.

By hand Vizard Agent
The crop Set on one frame Chosen against the whole path
The interface Cropped or blurred Measured, then excluded
The action Sometimes lost Checked at its closest approach
Painting out Tried first Tried last, if at all
The result Reads as a crop Reads as framing

Common questions

Can it just remove the HUD? Rarely cleanly. Vizard Agent checks whether a crop can do it first.

Will I lose part of the play? Not if the path allows a crop; Vizard Agent maps it before choosing.

What if the interface is everywhere? Vizard Agent will say so and offer the alternatives.

Can it blur the panel instead? Yes, though Vizard Agent finds a blur announces itself.

Does cropping cost quality? Some. Vizard Agent works from the highest resolution available.

Can it make it vertical at the same time? Yes, and the vertical crop often solves both problems.

What about a facecam in the corner? Say whether it stays; Vizard Agent crops around it either way.

Will it add its own graphics? Not if you say clean. Vizard Agent adds nothing.

Can it grade the footage too? Yes. Vizard Agent grades it in the same pass.

What about the game's own audio? Untouched, unless you ask Vizard Agent to change it.

Can it check one specific moment? Yes. Name the second and Vizard Agent looks at that frame.

Does it work on any game? Yes. The question is always where the interface sits.

Can it keep the minimap? Yes. Tell Vizard Agent which elements stay.

Why not paint the interface out? Because a semi-transparent overlay leaves a patch that moves with the action, and cropping leaves nothing at all.