You will never get Unity itself to save an image 1000 times per second.
To even consider getting to that speed you’d need to be directly copying the video buffer (which Unity doesn’t give you any easy access to) and saving that to disk with as little to no processing done on it to save CPU cycles (so basically raw data).
And even then… as Antistone pointed out, you’re hitting hardware limits.
Lets consider you do a 1080p image, 1000 times per second, as raw 24-bit colour.
That’s 6,220,800,000 bytes per second.
Or about 6 gigs per second.
pci-e 3.0 gets just shy of 1GB/s bandwidth (985MB/s, and that’s theoretical limit… the idea that in the real world your system runs perfectly is slim).
Now consider that most nvme SSD drives run on a 4x pci-e 3.0 bus, that’s a max of ~4GB/s. Not enough bandwidth to even write to a single nvme. You’d either need a higher end pci-e 4.0 4x nvme, which would just barely have the bandwidth at 8GB/s. Or you could run 2 nvme drives on independent 4x lanes in a striped RAID array and ‘possibly’ get that performance. And that’s supposing you have a SSD whose chips actually allow saturating the entire bus.
Which honestly… they don’t.
But heck, this also implies having to pull that information out of VRAM… which on a dedicated graphics card is going to be throttled by that 16x pci-e bus. Which means you’re sharing that 15760MB/s of bandwidth between reading those frames, and forcing data into the graphics card for it to even render!
And this all hinges on if you were able to actually push the RAW data from VRAM directly to disk… otherwise you’d be passing it through RAM, which means you’d have the bottleneck of whatever your RAM is. Which honestly… there’s no consumer RAM out there that has that kind of bandwidth.
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Now of course you could perform some processing on that video buffer, directly on the video card, to then compress it. Then pipe that lower sized image off the card.
But now you’re stealing cycles away from an already ludicrous frame rate that the graphics card is trying to push out.
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Which also gets to a fundamental problem… can the graphics card even render that many frames per second. You’re going to need a very nice high-end graphics card that can handle pushing all of that bandwidth (let alone the compute power to render with). Considering it needs to cover the data being pushed to it from the CPU/RAM, the processing of video data just to render the game, the transcoding the images into another part of VRAM, and the reading of that data out of VRAM to disk. And of course have the available VRAM to do all of this!
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I mean consider that slow-mo cameras out there like the Phantom Flex 4K record 1080p images at about 2000fps, or 4k images at about 1000fps.
https://www.phantomhighspeed.com/products/cameras/4kmedia/flex4k
And it does this through very expensive specialized hardware to pump that amount of data (raw data at that). Honestly I don’t know HOW they push that data onto their proprietary CineMag IV storage devices (since it’s proprietary after all).
And this is on hardware doing a single job… recording. Not rendering AND recording.
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TLDR;
No, the potato computers consumers all use are no where near the capability of doing this.