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.csvis 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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