Access the Shofo Gameplay Sample

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Two hours of PC gameplay across 24 games, every frame paired with the keyboard and mouse input and the game action it triggers. Free to use, modify and redistribute for any purpose, including commercial use and model training, under the MIT license. Fill out the following for access:

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Shofo Gameplay Sample: 24 PC games, 5 minutes each

Two hours of real PC gameplay from 24 players across 24 games. Each frame comes with its keyboard and mouse input, timed to the millisecond, and every clip includes the player's keybindings. Built and released by Shofo, which collects action-labeled gameplay at scale.

Usage

from huggingface_hub import snapshot_download

path = snapshot_download("Shofo/shofo-gameplay-24-games", repo_type="dataset")
# path/Shofo/<date>/<game>/<session-id>/{video.mkv, frames.csv, session.json}

Load one clip:

import pandas as pd, cv2
frames = pd.read_csv(f"{clip_dir}/frames.csv")      # row N = frame N of video.mkv
cap = cv2.VideoCapture(f"{clip_dir}/video.mkv")

License

MIT. Free to use, modify and redistribute for any purpose, including commercial use and training models. See LICENSE.

24 5-minute gameplay clips, one per game, from 24 players. Every clip comes with its full keyboard and mouse log on the same timeline as the video.

Session id Game Length Frames Frame rate (median / lowest second) Display
09448699bf3e War Selection 5:00 18,001 60 / 60 fps 1920x1082, 60 Hz
0fce10552b53 Tom Clancy's The Division 2 5:00 25,724 88 / 58 fps 1920x1080
107853525fa0 Grand Theft Auto V Legacy 5:00 26,924 90 / 66 fps 2560x1440, 180 Hz
10b9a9803ac0 Palworld 4:57 23,412 79 / 62 fps 1920x1080, 165 Hz
113ba5722b7c Counter-Strike 2 5:00 50,746 169 / 154 fps 1920x1080, 240 Hz
3c851d4ff90c Destiny 2 4:59 25,346 85 / 66 fps 1920x1080, 165 Hz
55deb808bf8a VALORANT 5:00 35,837 120 / 97 fps 2560x1600, 240 Hz
572d5e1e80d4 Deadlock 5:00 28,251 93 / 78 fps 1920x1080
5b6abc2a8736 Geometry Dash 5:00 29,674 100 / 88 fps 1920x1080, 100 Hz
64012feb233a GTFO 5:00 39,737 134 / 104 fps 1920x1080, 144 Hz
6bace35a3f61 PUBG: BATTLEGROUNDS 5:00 24,832 83 / 78 fps 1920x1080, 240 Hz
6e4606e0d02b Stardew Valley 4:58 24,099 77 / 58 fps 1920x1080, 120 Hz
7d06d7a72136 Left 4 Dead 2 4:58 23,824 80 / 74 fps 2560x1440, 240 Hz
7e569770f828 Resident Evil 2 4:59 17,952 60 / 59 fps 1920x1080, 60 Hz
8a3e0dacf87f Yu-Gi-Oh! Master Duel 5:00 28,399 95 / 72 fps 1920x1080, 200 Hz
9f2d6495ecba PowerWash Simulator 2 5:00 39,649 134 / 118 fps 2560x1600, 240 Hz
a5efd3785f6f Core Keeper 4:59 23,230 77 / 72 fps 1920x1080, 144 Hz
a70bf5140f71 Half-Life 2 5:00 42,955 144 / 132 fps 1920x1080, 144 Hz
b43be5fd9d4c RESIDENT EVIL 3 4:59 41,018 136 / 115 fps 1920x1080, 165 Hz
bbd28fa5b47d Moonring 5:00 42,994 144 / 138 fps 1920x1080, 144 Hz
ccb9a78fd57f Overcooked! 2 5:00 39,438 135 / 78 fps 1920x1080, 144 Hz
df9ac7200795 Hades 4:59 29,815 100 / 91 fps 1920x1080, 100 Hz
ee46a7784c4b Hollow Knight: Silksong 5:00 30,937 103 / 90 fps 1920x1080, 180 Hz
f6f06f2082dd Dota Underlords 5:00 18,024 60 / 58 fps 1920x1080, 60 Hz

Display details for each clip are also in its session.json.

Folder layout

README.md
checksums.sha256       SHA-256 of every file; run `sha256sum -c checksums.sha256` after downloading
Shofo/<mm-dd-yyyy>/<game>/<session-id>/
    video.mkv          the gameplay video
    frames.csv         one row per video frame with the inputs on that frame
    session.json       session metadata, display and the player's keybinds

Each clip is one continuous stretch of play. The video keeps the game's own variable frame rate, every frame has its real display time (timestamp_ms), and every key and mouse event has its exact time on the same clock.

video.mkv

  • 1080p (one clip 1920x1082), 2560x1440 and 2560x1600, HEVC (H.265), with game audio. Plays in VLC, and decodes with ffmpeg or OpenCV.
  • Frame rate is variable, exactly as the game rendered it (60 to 169 fps on average across these clips). Nothing is resampled, interpolated or re-encoded. The clip is a lossless cut from the original recording.
  • Row N of frames.csv is frame N of the video.

frames.csv

One row per video frame. A frame's inputs cover the time from that frame until the next one.

Column Meaning
frame_id Frame index in video.mkv, starting at 0
timestamp_ms Time the frame was displayed, in milliseconds since frame 0 (frame 0 is 0.000). Spacing varies with the frame rate
input_keys Keys held during the frame, pipe-separated (e.g. Q|Shift)
input_actions The game actions those keys and buttons trigger under the player's keybinds. A key with no binding shows as unbound:<key>.
input_mouse_buttons Mouse buttons held during the frame: Left, Right, Middle, X1, X2
cursor_x, cursor_y OS cursor position at the frame's timestamp
input_mouse_dx, input_mouse_dy Raw mouse movement summed over the frame, in sensor counts (before Windows acceleration)
scroll Mouse wheel steps during the frame
input_events Every key or mouse button going down or up, and every wheel step, during the frame, with its exact time in ms on the same clock as timestamp_ms (so an event can be placed between two frames). Pipe-separated, e.g. Q down@300412.613|Right up@300415.104. Held keys don't repeat here; a key held for 2 seconds shows one down and one up

Empty cells mean nothing was held or happened on that frame. input_keys and input_mouse_buttons give the state on each frame; input_events gives the exact timing.

Actions are the game's control labels (e.g. Jump, Reload), one per key or mouse button; the full key-to-action list is in each clip's session.json under keybindings. Mouse convention: not_classified (the raw input_mouse_dx/dy and the Windows cursor position are both given; whether the game uses the cursor or turns the camera with the mouse is not labelled).

Dota Underlords, War Selection, Yu-Gi-Oh! Master Duel: played with the mouse, so input_actions carries the mouse buttons and each frame has the raw mouse movement and cursor position as recorded.

session.json

Field Meaning
game_title, session_id, platform The game, this clip's id, PC
created_at_utc, ended_at_utc Wall-clock time of the first frame and of the end of the clip
duration_ms, duration_seconds, frame_count Clip length and number of frames
fps, frame_rate_mode Average frame rate; the real per-frame times are in frames.csv
record_width_px, record_height_px, screen_width_px, screen_height_px Video size and the player's screen size
input_mouse_convention, input_mouse_convention_segments What the mouse controls: cursor_position (an on-screen cursor) or camera_look_velocity (the mouse turns the camera), with the frame ranges where it changes
display The player's screen: refresh rate and refresh period, number of monitors, game window mode
keybindings The player's bindings for this session: each game action with the key or mouse chord that triggers it
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