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Video Project Storage Calculator

Every storage question in video reduces to one conversion: a codec bitrate in megabits per second becomes gigabytes per hour when you multiply by 0.45. From there everything follows — how long a card records, how big a project gets, how much a proxy workflow adds, and how much archive you need once the 3-2-1 backup rule has multiplied it. This calculator does all four, so you can find out on the Monday before the shoot rather than on the Friday of it.

Calculator

This calculator runs in your browser. Enable JavaScript for live results — the inputs, formula and worked example below remain fully readable without it.

Inputs this calculator takes, with typical values
InputWhat to enterExample
Codec bitrateFrom your camera's specification sheet for the exact codec, resolution and frame rate you will shoot.100 Mbps
Hours of footageTotal recorded material across every camera on the job, not the finished runtime.4 hr
Proxy overheadExtra storage for editing proxies as a percentage of the camera originals. Zero if you cut natively.15 %
Total copies keptHow many copies of the material exist in total. The 3-2-1 rule means three, so enter 3 for it.3
Card or drive capacityUsable capacity of one card or drive, used for recording time and how many you need.128 GB
Storage cost per TBCost of a terabyte of the archive medium you use — a drive, a RAID slot, or a year of cloud storage.20 $

It returns

  • Total archive with all copies — Camera originals plus proxies, multiplied by the number of copies you keep.
  • Gigabytes per hour
  • Camera originals
  • Originals plus proxies
  • Recording time per card
  • Cards needed for the shoot
  • Cost of the archive

The formula

Gh=R360081000
A=tGh(1+p)n
m=CGh60

In plain text: GB per hour = Mbps × 3600 ÷ 8 ÷ 1000 = Mbps × 0.45

  • G_hStorage consumed per hour of recording (GB/hr)
  • RCodec bitrate (Mbps)
  • pProxy overhead as a decimal fraction of the originals (decimal)
  • nNumber of copies kept (copies)

The ÷ 8 converts bits to bytes and the ÷ 1,000 converts megabytes to decimal gigabytes, which is how card and drive capacities are labelled. Operating systems report binary gibibytes, about 7% smaller for the same medium.

Updated Category Media Encoding & Delivery Verified against published test cases Reading time 11 min

One conversion runs the whole thing

Camera manufacturers publish bitrates in megabits per second. Card and drive manufacturers sell capacity in gigabytes. The conversion between them is the only piece of arithmetic in this entire subject, and it is worth memorising: multiply megabits per second by 0.45 to get gigabytes per hour. That factor is 3,600 seconds in an hour, divided by 8 bits in a byte, divided by 1,000 megabytes in a gigabyte.

So a 100 Mbps codec eats 45 GB an hour. A 400 Mbps intermediate codec eats 180. A 1,900 Mbps high-end acquisition format eats 855 GB an hour — well over a terabyte for a ninety-minute interview, per camera.

Everything else on this page is multiplication on top of that. Hours of footage gives project size. A proxy workflow adds a percentage. The number of copies you keep multiplies the whole thing, and this is where budgets go wrong: a 3-2-1 backup policy does not add a bit of overhead, it triples your storage requirement. A 200 GB project is a 600 GB storage commitment, and it stays that way for as long as you keep the material.

Note that shooting more cameras multiplies too. Three cameras rolling for four hours is twelve hours of footage, not four, and this calculator wants the total across all of them.

Getting each input right

Take the bitrate from the camera's specification sheet, for the exact combination you will shoot. It is not one number per camera — it changes with codec, resolution, frame rate, chroma subsampling and bit depth, often by a factor of ten across a single camera's modes. A body that records at 100 Mbps in its efficient mode may record at 800 Mbps in its high-quality intra-frame mode, and the choice you make in the menu on the day determines whether your cards last the shoot.

If your camera quotes megabytes per second instead, switch the unit on the input rather than converting in your head; a factor-of-eight error here propagates into every figure on the page.

Hours of footage is total recorded material, across every camera. If you do not know it, estimate from your shooting ratio: finished runtime multiplied by the ratio you expect. A 12-minute video at 6:1 is 72 minutes of footage — the cost per finished minute calculator reports that ratio, and it is a cost driver in post as well as in storage.

Proxy overhead covers the low-bitrate editing copies many workflows generate. Their size depends entirely on the proxy codec you choose, so measure it once on a real project rather than trusting a default. The useful property of proxies is that they are regenerable: they can be rebuilt from the originals at any time, so they do not need to exist in every backup copy. Excluding them from the off-site copies is free storage.

Copies is the total number of copies of the material that exist, not the number of extra backups. The 3-2-1 rule, popularised by Peter Krogh in The DAM Book, means three copies, on two different media types, with one kept off-site — so enter 3, not 2.

Worked example: a four-hour shoot at 100 Mbps

A 15% proxy overhead, three copies kept, 128 GB cards, and archive storage at $20 per terabyte.

  1. Gigabytes per hour. 100 Mbps × 3,600 s = 360,000 megabits. ÷ 8 = 45,000 MB. ÷ 1,000 = 45 GB/hr.
  2. Camera originals. 4 hr × 45 = 180 GB.
  3. With proxies. 180 × 1.15 = 207 GB.
  4. Total archive. 207 × 3 copies = 621 GB.
  5. Recording time per card. 128 GB ÷ 45 GB/hr = 2.844 hr × 60 = 170.7 minutes, so a card lasts a little under three hours.
  6. Cards needed. 180 ÷ 128 = 1.41, rounded up to 2 cards.
  7. Archive cost. 621 GB ÷ 1,000 = 0.621 TB × $20 = $12.42.

Two cards for a four-hour day sounds comfortable until you notice the shape of it: the second card is only 41% used, and a single overrun or an unplanned second camera puts you over. Media is the cheapest insurance on a set, and the cost above says why — the entire three-copy archive for this shoot costs less than lunch.

Now shoot the same day at 400 Mbps instead. GB per hour becomes 180, the originals become 720 GB, the archive becomes 720 × 1.15 × 3 = 2,484 GB, and a 128 GB card now records 128 ÷ 180 × 60 = 42.7 minutes. The storage bill quadruples and the card swap moves from once every three hours to once every forty minutes — which changes not just your budget but how the day is run.

Reading the numbers on a real shoot

Recording time per card is the operational number. It decides whether media handling is a background task or a job someone must be assigned to. Below about half an hour per card you are swapping during takes, which means a dedicated person, a rigid labelling system, and a genuine risk of losing a card in the shuffle. Above two hours it can be handled between setups by whoever is nearest.

Card count should always be rounded generously. The calculator rounds up to the nearest whole card, but that assumes you fill each one completely and that nothing goes wrong. Real shoots overrun, cameras get added, and a card that develops an error mid-day cannot be trusted for the rest of it. Carrying double the computed number is normal practice and costs very little relative to reshooting.

The archive figure is a recurring commitment, not a one-off purchase. That 621 GB has to exist somewhere for as long as the project might be revisited, on media that itself has a lifespan. Drives fail, and a copy nobody has verified is not a copy. Budget for periodic verification and for migrating the archive to new media every few years.

Finally, sanity-check the sustained write speed as well as the capacity. A card rated for a peak burst may not sustain a high-bitrate intra-frame codec, and the failure mode is a recording that stops mid-take. Above roughly 2,000 Mbps this becomes the binding constraint rather than capacity, and the number to check on the card is its sustained rating, not the large number on the label.

Bitrate, storage rate and card endurance

Gigabytes per hour is bitrate × 0.45. Minutes per card is card capacity ÷ GB per hour × 60, shown for 64, 128 and 512 GB cards.
BitrateGB per hour64 GB card128 GB card512 GB card
25 Mbps11.25341 min683 min2,731 min
50 Mbps22.5171 min341 min1,365 min
100 Mbps4585 min171 min683 min
200 Mbps9043 min85 min341 min
400 Mbps18021 min43 min171 min
800 Mbps36011 min21 min85 min
1,200 Mbps5407 min14 min57 min
1,900 Mbps8554 min9 min36 min

Read down any card column and the endurance halves exactly as the bitrate doubles. The bottom-left cell is the one to notice: at high-end acquisition bitrates a 64 GB card holds a single four-minute take.

What this calculation leaves out

  • Decimal versus binary gigabytes. Cards and drives are sold in decimal GB of 1,000 MB; operating systems report binary GiB of 1,024 MiB. A 128 GB card shows as about 119 GiB, roughly 7% less than the label, and this calculator uses the decimal convention the labels do.
  • Filesystem overhead and formatting. A freshly formatted card offers slightly less than its rated capacity, and some cameras reserve space for metadata and clip structure.
  • Variable bitrate codecs. Long-GOP formats vary with scene complexity, so a quoted bitrate is a maximum or an average rather than a guarantee. Intra-frame codecs are much closer to constant.
  • Audio and metadata tracks. Multichannel audio, timecode and camera metadata add to the file, typically a small percentage but not zero on low-bitrate video.
  • Render files, caches and colour-managed exports. An edit generates conform renders and cache files that can rival the proxy overhead, and they live on the working drive rather than the archive.
  • Sustained write speed. Capacity and speed are different specifications. A card with plenty of room can still fail to record a high-bitrate codec if its sustained rate is below the demand.
  • Archive medium lifespan. Drives fail and optical media degrade. A three-copy policy assumes those copies are verified periodically and migrated to fresh media over the years.

Where storage sits among the other production constraints

Storage is the cheapest thing on a shoot and the most expensive thing to have got wrong. The archive in the worked example costs about twelve dollars, against a production day whose labour cost runs into the thousands — a comparison the cost per finished minute calculator makes concrete. There is no version of this arithmetic in which skimping on media or copies is a rational saving.

What storage decisions do affect materially is time. A higher bitrate means more data to offload, more to back up, more to hand to an editor and more to keep. Ingest and verification of a large card is not instant, and a shoot that generates two and a half terabytes has a real offload window built into its schedule. The related delay at the other end of the pipeline — export and upload — is covered by the video export and upload time calculator.

The bitrate choice itself is the same trade-off that governs live streaming, with the network constraint replaced by a capacity constraint: how many bits per pixel does this content actually need? The reasoning is worked through in the livestream bitrate calculator, and it applies to acquisition codecs too — heavy motion and fine detail justify the higher setting, a locked-off interview generally does not.

Key terms

Codec bitrate
Data rate the camera writes, in megabits per second. It varies within one camera with codec, resolution, frame rate, bit depth and chroma subsampling.
Proxy
A low-bitrate copy of the footage used for editing on modest hardware. Regenerable from the originals, so it does not need to be preserved in every backup copy.
3-2-1 rule
Keep three copies of the data, on two different media types, with one copy off-site. Popularised by Peter Krogh in The DAM Book and now standard practice in media and IT backup.
Sustained write speed
The rate a card can maintain indefinitely, as distinct from its peak burst rate. High-bitrate intra-frame codecs are limited by this rather than by capacity.

Frequently asked questions

How much storage does an hour of 4K video need?

Multiply the codec bitrate in Mbps by 0.45. A consumer 4K camera at 100 Mbps uses 45 GB an hour; a professional intra-frame codec at 400 Mbps uses 180 GB an hour; a high-end acquisition format at 1,900 Mbps uses 855 GB an hour. Resolution alone does not answer the question — a 4K camera in an efficient long-GOP mode can produce smaller files than an HD camera in a high-quality intra-frame mode.

How long can I record on a 128 GB card?

Card capacity divided by GB per hour, times 60. At 100 Mbps that is 128 ÷ 45 × 60 = 171 minutes; at 400 Mbps it falls to 43 minutes; at 800 Mbps it is 21 minutes. Endurance halves every time the bitrate doubles, so the codec you pick in the menu determines how the shooting day is organised, not just how much it costs.

Why is my card smaller than the capacity on the label?

Because the label uses decimal gigabytes of 1,000 megabytes and your operating system reports binary gibibytes of 1,024 mebibytes. A 128 GB card is about 119 GiB, a gap of roughly 7%, and formatting takes a little more. This calculator uses the decimal convention that matches the label, which is also how camera manufacturers quote recording times.

Do I need to back up proxies?

No — proxies are regenerable from the camera originals, so they only need to exist wherever you are editing. Excluding them from your second and third copies is free storage: at a 15% overhead on a 180 GB project that saves 54 GB across the other two copies. Camera originals are the only irreplaceable asset, and they are the thing the 3-2-1 rule is actually protecting.

What is the 3-2-1 backup rule?

Three copies of the data, on two different media types, with one copy stored off-site. It was popularised by Peter Krogh in The DAM Book and is now standard practice well beyond media production. In storage terms it means your requirement is three times your project size, which is why a policy decision made once can dominate a storage budget for years.

How many cards should I take on a shoot?

At least double what the arithmetic says, and more if a card lasts under an hour. The computed figure assumes every card is filled completely and nothing fails, neither of which is safe. Shoots overrun, cameras get added, and a card that throws an error mid-day cannot be trusted for the rest of it — while media is trivially cheap against the cost of the day.

Does frame rate change how much storage I need?

Only through the bitrate. Cameras generally record higher frame rates at higher bitrates, so 60p typically consumes more per second than 30p — but check the specification sheet rather than assuming a proportion, because some cameras hold bitrate constant and simply allocate fewer bits per frame. The storage arithmetic depends on the bitrate alone, whatever produced it.

Is cloud storage or local drives cheaper for an archive?

Local drives are cheaper per terabyte up front; cloud storage is a recurring cost that includes the off-site copy and the hardware replacement you would otherwise fund yourself. The honest comparison includes retrieval costs, which many cloud archive tiers charge separately and which can be substantial when you need a whole project back. Most working productions end up using both, which is exactly what the 3-2-1 rule asks for.

References

  • The DAM Book: Digital Asset Management for Photographers, 2nd ed. — O'Reilly Media
  • The Filmmaker's Handbook: A Comprehensive Guide for the Digital Age, 5th ed. — Plume / Penguin Random House