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Showing content from https://github.com/DevTechProfile/CapFrameX/releases below:

Releases · CXWorld/CapFrameX · GitHub

Releases: CXWorld/CapFrameX

Releases · CXWorld/CapFrameX

CapFrameX v1.7.6 beta Update 2025/08/07 Update 2025/08/04 New features Enhancements Bugfixes New features

Important: This version is not compatible with Nvidia's Multi Frame Generation! We are working on a solution with Nvidia.

Blackwell support

Frame time distribution chart

Enhancements Bugfixes

When using BENCHLAB service, unzip the folder in a suitable installation folder like C:\Benchlab Service or D:\Tools, then run the .bat script as admin. Don't install the service from the Download folder. Install latest .NET 8 runtime. Download here.

CapFrameX v1.7.5 beta Update 2025/04/15

Important: Install latest .NET 8 runtime. Download here.

Update 2025/01/25 Update 2025/01/21

Update 2025/01/18 Update 2025/01/17

Important: Enable MsBetweenDisplayChange metrics in option menu when using DLSS4!

Update 2025/01/12

Important note: Nvidia's RTX 50 series + MFG will be supported soon!

MsBetweenDisplayChange metrics enabled

MsBetweenDisplayChange metrics disabled

Update 2025/01/11 Update 2024/12/15

New features

CapFrameX v1.7.4 New features

Image source: VideoCardz

Enhancements Bugfixes Info

With the new PresentMon version the frame time measurement approach has changed from Present-to-Present to Start-to-PresentReturn / PresentReturn-to-PresentReturn. Taken from the PresentMon release notes:

"The majority of metrics are changed to use the time that the CPU started working on a frame as the reference point instead of the present() call, with values that are more aligned to measuring the quality of graphics applications (e.g., latency and duration of interaction and displayed frames). See README-ConsoleApplication.md for more details."

Unwinder (the author of RTSS):

"There is no best or preferable method. Both have their own different usage cases. Frame-start-to-frame-start frametime graph can be used to validate framepacing quality of latency oriented framerate limiting modes (low latency SK limiter mode, async/back edge sync RTSS limiter modes, NV CPL framerate limiter etc). Such graph should become "flat" when such framerate limiting strategy is in use. Present-to-present frametime graph can be used to validate framepacing quality of framerate limiters prioritizing presentation timings adjustment (latent sync or normal framerate limiter in SK, front edge sync or scanline sync in RTSS). Such graph is expected to jitter if latency oriented framerate limiting strategy is in use, but become "flat" if framerate limiter prioritize presentation timings adjustment. You may also switch between these two modes to determine which framerate limiting strategy is used by some other third party framerate limiters or in-game framerate limiters."

CapFrameX v1.7.4 beta Update 2024/11/2

New features

Image source: VideoCardz

Enhancements Bugfixes Info

With the new PresentMon version the frame time measurement approach has changed from Present-to-Present to Start-to-PresentReturn / PresentReturn-to-PresentReturn. Taken from the PresentMon release notes:

"The majority of metrics are changed to use the time that the CPU started working on a frame as the reference point instead of the present() call, with values that are more aligned to measuring the quality of graphics applications (e.g., latency and duration of interaction and displayed frames). See README-ConsoleApplication.md for more details."

Unwinder (the author of RTSS):

"There is no best or preferable method. Both have their own different usage cases. Frame-start-to-frame-start frametime graph can be used to validate framepacing quality of latency oriented framerate limiting modes (low latency SK limiter mode, async/back edge sync RTSS limiter modes, NV CPL framerate limiter etc). Such graph should become "flat" when such framerate limiting strategy is in use. Present-to-present frametime graph can be used to validate framepacing quality of framerate limiters prioritizing presentation timings adjustment (latent sync or normal framerate limiter in SK, front edge sync or scanline sync in RTSS). Such graph is expected to jitter if latency oriented framerate limiting strategy is in use, but become "flat" if framerate limiter prioritize presentation timings adjustment. You may also switch between these two modes to determine which framerate limiting strategy is used by some other third party framerate limiters or in-game framerate limiters."

CapFrameX v1.7.3 beta Update 2024/06/10

New features Enhancements Bugfixes

Update 2024/02/23

CapFrameX v1.7.2 New features Enhancements Bugfixes CapFrameX v1.7.2 beta Update 2023/09/12 Update 2023/08/27 Update 2023/07/15 Update 2023/06/15

PMD Analysis tab with export feature

Excel Export

Update 2023/03/25

Update 2023/03/08 New features Thread Affinity

Warning: If a game has a large thread pool, forcing scheduling to half the number of threads can lead to increased context switches and thus noticeable frame times spikes. This was the case, for example, with Metro Exodus Enhanced Edition.

Toggle Thread Affinity

i9-12900K P-cores

i9-12900K E-cores

CapFrameX v1.7.1 New features Enhancements Bugfixes

CapFrameX v1.7.1 beta New features Enhancements Bugfixes

CapFrameX v1.7.0 New features Enhancements Bugfixes Note

Powenetics v2 is not yet available! This feature is for devs and testers.

PMD overlay metrics

Nvidia FrameView log files with DLSS 3 frame times and PC Latency

Intel Arc VRAM bandwidth (Read and Write)

Improved ReBAR detection + visible coherent memory counter

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