Frame time capturing + analysis, OSD, sensor logging, hardware testing No. 1 Frame Time Tool, #OpenSource Contact: [email protected]

Joined June 2019
Zen 6 performance analysis based on latest Geekbench leaks 🔥 Here's a look back. did past Geekbench Zen leaks turn out to be true? And what does that mean for gaming performance? Let's try an estimate.
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The war on traversal stutters has begun! I just covered a mod on @wccftech that's supposed to greatly reduce traversal hitches in Silent Hill 2 Remake, backed with some @CapFrameX perf tests that I made to prove that it actually works, at least on my PC! wccftech.com/silent-hill-2-r…
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The next CapFrameX update will include a set of basic profiles.
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To be fair, the mod has trade-offs: it disables Reflex, some GPUs crash with it, and a modder doesn't have to pass a studio's QA. EA could have fixed it, but with the remake underselling, putting Motive on Battlefield was probably the smarter business call?!
Quite a few people in my comments are asking why devs couldnt fix the traversal stutters in Dead Space Remake, when a modder can. It makes me both happy and angry that this mod actually works. Happy, because there is a solution. Angry, because for years we've asked EA to fix it. Not saying it's a simple fix, but if a modder could do it, so could EA. They just didnt want to. youtu.be/XXa-cv3g370
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CapFrameX's new Tile Overlay featuring a Frame Pacing tile with a stutter threshold graph. 🔥 Coming soon!
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CapFrameX retweeted
FSR 4.1.2 on RDNA 2: tested! Quality and quantity: - 3 GPUs (RX 6600, 6800 XT, 6950 XT"X") - 3 resolutions (1080p, 1440p, 2160p) - 3 games (007, CoD, Forza) Great upgrade, thanks @AMDRadeon! pcgameshardware.de/FidelityF…
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The New Overlay Editor coming in the next big Update of CapFrameX looks really good with great potential! Here is an example in Gears, which looks pretty clean and cool imo. @CapFrameX is cooking with this one!
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CapFrameX 2.0 coming soon... Just kidding. 🙃
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Resonance: A Plague Tale Legacy 😍
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C&C Generals & Zero Hour rebuilt by GZH Neo from EA’s GPL source. C++20, x64, Direct3D 11 & Vulkan, multicore, real-time shadows, textures, HDR, a new AI, folder-based mods. Ray tracing planned. Requires the original game. Project is not official yet.
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Oblivion Remastered performance fix using Claude Code. 👇
Replying to @SKHYJINX
Just a quick test and it's amazing being 50% faster in the scene I use for benchmarking. 1st is with the fix, 2nd is a rerun I took after removing it and bottom is yesterday's run. Hope that everything still works correctly. 😀
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CapFrameX's new Tile Overlay featuring a CPU load heatmap over a user-defined time interval. 🔥
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The Witcher 3 CPU perf analysis 📊 ▶️ Path Tracing vs Ray Tracing vs Rasterization ▶️ PCGH CPU scene + settings ▶️ CapFrameX + PMC + ETW With PT the render thread spends ~30 % of each frame waiting on a job group handled by just 2 worker threads. CPU counters show no mem limit.
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Update with core load distribution
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I will publish a .NET 10 compatible PMC Reader Plugin soon.
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This is also a show case of what is possible with CapFrameX sensors + PMC + ETW traces.
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Ok, what is the use case?
Do a kickflip!
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Another example of what CapFrameX's Tile Overlay and editor are capable of. 🔥
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Iceline profile ❄️🥶
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No surprise. When latency is the bottleneck, IPC and clock speed don't help much. Which is the case for many modern gaming workloads.
BIG FUCKING CACHE. 🥰🥰🥰 Try to save the gaming performance of NVL. The gaming performance of regular versions of NVL and ARL is quite similar.
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