Guru3D RTSS Rivatuner Statistics Server Download 7.3.5 Beta 5
We've issued a new RTSS public build which is available for download here at the only official website you can download it from. Please don't download it anywhere else as you never know what you install. We always suggest that you download the latest full beta package of MSI Afterburner which always includes a stable build of RTSS - Download here.
Note: Does your overlay not work anymore after the update? Please perform a full uninstall of RTSS and AfterBurner (with profiles removal) and perform a CLEAN install of it.
Features:
- The server provides framerate and frametime monitoring support to the client applications. Framerate and frametime statistics is being collected for DirectX, OpenGL and VULKAN applications. The statistics can be rendered in On-Screen Display or provided to client applications connected to the server.
- The server provides 3D acceleration usage statistics to the client applications. The clients can use the statistics to determine if any 3D applications are currently running and apply different hardware profiles depending on it.
- The server provides On-Screen Display support to the client applications. The clients can display any text info in the On-Screen
- Display in DirectX and OpenGL applications. The server can be also used as a standalone framerate monitoring solution and display own framerate statistics in the On-Screen Display.
- The server provides desktop and in-game screen capture support to the client applications. BMP, PNG and JPG screen capture formats are supported.
- The server provides high-performance real-time desktop and in-game video capture support to the client applications.
- Uncompressed, high-performance custom RTV1 and native MJPG video encoding, encoding with third-party external VFW compatible codecs (e.g. Lagarith or x264vfw) and hardware accelerated H.264 encoding via Intel QuickSync, NVIDIA NVENC and AMD VCE are supported in conjunction with wide range of additional video capture related options, multisource stereo and multichannel (for Window Vista and newer) audio capture with Push-To-Talk support. The functionality of expensive commercial video capture products is now available to everyone absolutely for free! There is no need to buy dedicated video capture software anymore!
- Framerate limiting support. Limiting the framerate during gaming can help to reduce the power consumption as well as it can improve gaming experience due to removing unwanted micro stuttering effect caused by framerate fluctuations.
- User extendable architecture. You may express your creativity and design your own skins for RivaTuner Statistics Server, create localization for your native language, use the server to display any custom text in On-Screen Display directly from your own application and many, many more!

System requirements:
- Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10 or Windows 11 (both x86 and x64 versions) with full administrative rights
- Any DirectX, Vulkan or OpenGL compatible graphics card
Known limitations:
- RivaTuner Statistics Server can be incompatible with some third-party On-Screen Display software (e.g. XFire or Steam In-Game Chat). The limitation is not specific to our product, many third-party products are designed to be the only On-Screen Display products in the system and to block their own functionality when any other On-Screen Display software is running
- Anticheat systems of some online games may restrict On-Screen Display usage and block connection to the server when the RivaTuner Statistics Server is running
- RTV1 encoder performance in 64-bit applications is currently lower than in 32-bit applications
- Stealth hooking mode is currently not supported in 64-bit applications, so it is strongly not recommended to run other 64-bit OnScreen Display software in conjunction with RivaTuner Statistics Server
Handy Youtube videos showing some cool features:
RTSS 7.3.5 Beta 3 demo - new PresentMon data provider, GPU busy, conditional layers
Testing overlay editor plugin (visual hypertext editor) in RTSS 7.3.0
A few more improvements in visual hypertext editor plugin
RTSS 7.3.0 hypertext editor is getting stronger and stronger
Version 7.3.5
- Ported to VC++ 2022 compiler. Please take a note that due to this change RivaTuner Statistics Server will no longer be able to start under Windows XP. Please stay on the previous versions of the product if you need this OS support
- Please take a note that size of mandatory VC++ 2022 runtime redistributables roughly doubled comparing to the previously used VC++ 2008 redistributables, and we’d like to avoid providing overblown application distributive, drastically increased in size due to bundling newer and much heavier VC++ redistributables with it. To deal with this issue we provide our own original tiny web installer for VC++ redistributables, which allowed decreasing the size of final application distributive drastically even comparing to the previous VC++ 2008 based version. Please take a note that install time can be increased slightly due to downloading VC++ 2022 runtimes redistributables on the fly during installation. If you install RivaTuner Statistics Server offline, you can always deploy required VC++ 2022 distributives later with web installer by launching .\Redist\VCRedistDeploy.bat
- Fixed issue in asynchronous skin scaling implementation, which could cause deadlocked RTSS.exe to stay in memory after closing application with [x] button from skinned GUI when skin scaling was enabled
- Now uninstaller removes configuration files for OverlayEditor, HotkeyHandler and DesktopOverlayHost when you choose clean uninstallation mode. Please take a note that your own overlay layouts stored inside .\Plugins\Client\Overlays folder will never be removed during uninstallation by design
- Now RivaTuner Statistics Server ignores its own process and DesktopOverlayHost in screen and videocapture requests. So you no longer see unwanted screenshots or videos captured from OverlayEditor's or DesktopOverlayHost's 3D windows when you open them simultaneously with other 3D applications and initiate screen or video capture
- Improved hypertext parser:
- Image loading <LI> hypertext tag handler has been improved to allow loading embedded images from external folders
- Now hypertext parser supports application specific embedded images. You may use this feature to display game specific logos in your overlay layouts. Sample.ovl layout included into distributive demonstrates this technique by displaying game specific logos for Escape From Tarkov, Forza Horizon 5 and Ratchet and Clank : Rift Apart
- Now hypertext parser accepts both ANSI and UTF-8 encoded degree Celsius symbol
- Improved OverlayEditor plugin:
- Fixed keyboard based layer position adjustment when “Snap to grid” option is disabled
- Fixed buffer overrun in OverlayEditor's GUI, causing it to crash when total text length displayed in "Cell" column of "Text table properties" window was longer than 260 symbols
- Fixed status bar panes and hypertext debugger panel rendering for high DPI scaling modes
- Now OverlayEditor supports saving overlay layouts to or loading overlay layouts from external folders. To allow you to differentiate local (i.e. stored inside .\Plugins\Client\Overlays) and external layouts, local layouts will be displayed as naked filename only in editor's window caption (e.g. "Overlay editor - sample.ovl"), while external layouts will be displayed with full filepath
- Now OverlayEditor supports context highlighting for text file embedding <F=textfile.txt> hypertext tag. Visual tag browser displayed when you type in <> in hypertext field also support inserting <F> tag
- OverlayEditor is no longer rendering the very first frame with no sensor data displayed, now it is always rendering the first frame after polling all data sources
- %CPUShort% macro is additionally packing Ryzen CPU names now. "Ryzen N" name is packed to "RN", and "Ryzen Threadripper" is packed to "TR" with this macro
- Added conditional layers support. This powerful feature allows you to add programmability to your overlays and make them look different depending on some conditions, which you can program yourself. For example, you may create differently looking overlay on AMD and NVIDIA GPUs, you may create different representation of CPU usage bars depending on logical CPU count, add special layers displaying thermal alerts when either CPU or GPU is overheating, add layers visible depending on PTT-styled keyboard polling and so on. Conditional layers support is based on two key components:
- Seriously improved correction formula parser in data source settings window, which is allowing you to program complex logical conditions and create so called boolean data sources, which report true (1) or false (0) depending on condition you define:
- Relational operators support: <,>,<=,>=,== and !=. Result is boolean true (1) or false (0). For example, you may define boolean data source called IsGpuOverheating with correction formula “GPU1 temperature” >= 80, which will return 1 when GPU temperature is above or equal 80C, otherwise it will return 0
- Logical operators support: ||, &&, !. Result is boolean true (1) or false (0). Logical operators allow you to combine multiple conditions, for example you may define boolean data source called IsGpuFanFail with correction formula (“GPU1 temperature” >= 80) && (“GPU1 fan tachometer” == 0), which will return 1 when GPU fan is not spinning AND temperature is critical (so it is not an idle fan stop case)
- Bitwise operators support: &, |, ^, ~, << and >>. Please take a note that ^ was used for power operator before, however we see no practical use for power operators in correction formulas so it is no longer supported. ^ is used for bitwise XOR operator now
- Ternary conditional operator support: condition ? expression1 : expression2. Result is expression1 if condition is true, otherwise it is expression2. Please take a note that Basic-styled syntax for ternary conditional operator syntax is also supported, so you can also use alternate if(condition, expression1, expression2) syntax depending on your preferences
- Hexadecimal const values support. C-styled syntax with 0x prefix is supported, for example x+10 formula can be also represented as x+0xa
- New cpuvendor, gpuvendor and cpucount variables support allow you to check CPU/GPU vendor identifiers or logical CPU count and use it in your overlay. For example, you may define IsNVIDIAGpu boolean data source and set correction formula to gpuvendor == 0x10de, then use it to display NVIDIA logo in your overlay only when NVIDIA GPU is installed on end user’s PC. Modified sample.ovl overlay layout demonstrates this technique to display AMD/Intel CPU logos depending on CPU vendor id and use different CPU usage bars layouts depending on logical CPU count
- New rtssflags variable support allows you to check some global RTSS flags. It allows you to check if framerate limiter, video capture or benchmark mode is currently active. For example, you may define boolean data source called IsBenchmarkActive and set correction formula to (rtssflags & 0x100) != 0 to check state of benchmark mode activity bit
- New validate(expression) function returns boolean true (1) when expression result is valid, otherwise it returns 0. For example, you may use it to check if some data source if physically supported on your system (unsupported values are invalid and reported as N/A). If you’re importing a data source from external provider, e.g. HwInfo, data can be invalid and reported as N/A when provider application is not running, so you may also effectively use validate() function to check if data is currently available. This function is useful when you combine it with ternary conditional operator, for example you may define formula validate(x) ? x : 0 for a data source importing data from HwInfo to make sensor report 0 when HwInfo is not running
- New key(vkcode) functions allows to poll keyboard and return key press counter and current key up/down state bit. Please take a note that OverlayEditor uses new dedicated HotkeyHandler’s interface to access its low-latency keyboard polling status, so HotkeyHandler must be also active for this function to work. For example, you may define boolean data source called IsKeyDown and set correction formula to (key(0x41) & 0x80000000) != 0 to report 1 when keyboard key ‘A’ is down, then use it to apply PTT-styled visibility to show some specific layer. Alternately, you may define boolean data source called IsKeyToggled and set correction formula to (key(0x41) & 1) != 0 to check bit 0 of key press counter, which is incremented each time you press it. This way you can effectively implement some layer visibility toggle depending of this pre-programmed key in your overlay
- New “Visibility source” setting in layer properties allows you to use one of boolean data sources defined in your overlay and representing some logical condition to show or hide the layer depending on it. If there is no binding in “Visibility source” setting, the layer will be always visible as before. Otherwise it will be visible only when visibility source reports a value different from zero
- Added <IF>/<ELSE> and <SWITCH>/<CASE> hypertext extension tags support. Power users may embed these extension tags directly into hypertext instead of “Visibility source” setting to make some parts of layer visible depending on some condition. Please take a note that nested conditional blocks are not supported, so new <IF> tag always closes the previous open conditional block or immediately opens new one. Also, more complex expressions are not allowed into hypertext too, you can only use boolean data sources there. The only exception is ! (NOT) symbol, which is allowing you to invert value reported by boolean data source. Also, please take a note that <IF>/<ELSE>/<SWITCH>/<CASE> tags are extension tags parsed at OverlayEditor plugin level. They are not native hypertext tags, so you cannot use them to format hypertext inside external applications like CapFrameX or AIDA
- Added PresentMon data provider. Now presentation related metrics from Intel PresentMon (including GPU busy, introduced in PresentMon 1.9.0) can be displayed directly in OverlayEditor’s layouts:
- Added helper PresentMonDataProvider.exe application, which localizes all PresentMon interoperability in a separate process. PresentMonDataProvider supports PresentMon data streaming either from modern independently installable PresentMon service (downloadable from https://game.intel.com/story/intel-presentmon/) or from legacy PresentMon console application, bundled with the plugin. Please take a note that modern PresentMon service provides additional CPU/GPU telemetry, so this data is not available in OverlayEditor’s PresentMon data provider if you don’t install the service and stream it from legacy console PresentMon
- Please take a note that PresentMon reports data with noticeable time lag, which varies from 0.5 to 2.5 seconds on our hi-end test system. We added our own msReportingLag to PresentMon data provider, so you may see it in your overlay layouts. Lag is just a part of problem, the worst thing is that the lag is not static due to batching streamed frames inside PresentMon (which means that it may collect a few frames then stream them all at once). So, if you try to render PresentMon's frametime graph in realtime using streamed data as soon as you receive it, graph scrolling will be extremely jerky due to batching. However, it is still possible to implement smooth scrolling of PresentMon's frametimes with a simple trick, if you apply some fixed delay to it. Delay must be large enough to compensate the maximum PresentMon's reporting lag. We selected fixed 3000ms delay in our implementation, which allows smooth scrolling. Delay is not hardcoded, it is defined by PM_DisplayDelay overlay environment variable (can be edited in Layouts -> Edit -> Environment variables)
- Added new built-in overlay layouts demonstrating PresentMon integration functionality and displaying native realtime RivaTuner Statistics Server’s frametime graph on top and overlapped PresentMon’s frametime and GPU busy graphs below. Most of reviewers prefer to see the frametime graph displayed on per-frame scale, as it is the only real way to diagnose and see single frame stutters. However, native Intel's PresentMon overlay displays it on averaged time scale. So to allow you to compare apples to apples we included two different versions of overlay layouts for PresentMon in RivaTuner Statistics Server distributive: presentmon_frame_scale.ovl and presentmon_time_scale.ovl. presentmon_frame_scale.ovl displays PresentMon't frametimes on per-frame scale, similar to native RivaTuner Statistics Server’s frametime graph. presentmon_time_scale.ovl displays PresentMon's frametimes on fixed time scale, defined by user adjustable overlay refresh period (33ms by default). Averaging window for this overlay layout is adjustable via environment PM_AveragingWindow variable and it is set to double refresh period (66ms) by default. Both layouts display PresentMon's data with fixed 3000ms display delay to allow smooth scrolling
- Both built-in PresentMon based overlay layouts use new conditional layers functionality to display dynamic “Limited by CPU/GPU” bottleneck indicator. The indicator is based on boolean IsGpuLimited data source applied to PresentMon’s frametime and GPU busy streams and defined as (msGpuActive / msBetweenPresents) >= 0.75. In ideal GPU limited case this ratio should be as close to 1 as it is possible, but in reality there is always some CPU overhead so the threshold was reduced to 0.75 to take overhead into account. Please don’t forget that you can always edit built-in layout and increase the ratio inside IsGpuLimited data source’s formula, if you find the threshold too low
- Now OverlayEditor supports environment variables for overlay layout. The variables can be changed in Layouts -> Edit -> Environment variables field. Currently environment variables are used to tune advanced properties of PresentMon data provider. Power users may also use environment variables during development of complex overlay layouts with hardware dependent conditional layers (e.g. sample.ovl, which is displaying Intel or AMD logo depending on CPU vendor). In such usage scenario you may use overlay environment variables to emulate different hardware and test your overlay look on it (e.g. set environment variables to "cpuvendor=0x1022;cpucount=8;gpuvendor=0x1002" to emulate a system with 8 thread AMD CPU and AMD/ATI GPU on a PC with Intel CPU and NVIDIA GPU)
- Minimum refresh period for overlay layout is no longer limited by 100ms. Now you can decrease it down to 16ms. Please take a note that such low refresh period is intended to be used with PresentMon's data sources only. Use it with caution and avoid defining such low refresh period values for overlays using other types sources, which poll hardware on each refresh period and may decrease system performance due to such high polling rate
- Improved OverlayEditor’s data sources polling architecture. Now each data source can be polled asynchronically with own refresh period. This feature is currently reserved for new PresentMon’s data sources only, which can be polled and updated with independent refresh period. New PM_RefreshPeriod environment variable defines asynchronous refresh period for all PresentMon’s data sources at once. If PM_RefreshPeriod is not defined or set to 0 in environment variables, PresentMon's data sources will be also polled synchronously with the rest data sources
- Added power user oriented config file switch allowing using idle based rendering loop for OverlayEditor’s window instead of default timer based rendering loop
- Improved HotkeyHandler plugin:
- Added asynchronous keyboard status polling interface for interoperability with new OverlayEditor plugin
- Bundled DesktopOverlayHost tool has been upgraded to v1.3.3:
- DesktopOverlayHost is now compiled as UIAccess process, which allows it to be displayed on top of most of modern fullscreen applications similar to xbox gamebar gadgets. You may use it to display mirrored overlay copy on top of applications like Destiny 2 and CSGO, which do not allow traditional hook based overlay rendering. Please take a note that Microsoft is allowing UIAccess window to be displayed on top of normal windows (including fullscreen game applications) only when the process is installed in secure location (i.e. Program files and subfolders). So you won't be able to use UIAccess topmost rendering functionality if you install RivaTuner Statistics Server inside some custom location (e.g. D:\Applications\RTSS)
- Added tiny DesktopOverlayHostLoader.exe companion process. UIAccess processes cannot be launched by Windows task scheduler, so companion loader process is necessary to start DesktopOverlayHost at Windows startup
- Added power user oriented config file switch allowing enabling flip model for DesktopOverlayHost’s Direct3D11 rendering backend
- ReShade compatibility related D3D1xDevicePriority setting has been reverted to select old ascending D3D1x device selection priority by default. So it is no longer necessary to change this setting to unlock overlay support in D3D10 applications
- Slightly changed Vulkan layer to improve conformance to Vulkan specs
- Added experimental support for "Beta : Use Unicode UTF-8 for global language support" option enabled in administrative regional OS settings. Now each localization description file contains additional "Codepage" field, defining runtime ANSI to UTF8 conversion rule for selected language pack
- Seriously revamped German localization by Klaus Grosser
- Added target process filtering support for debug logging system
- Added On-Screen Display profile for The Texas Chainsaw Massacre and common technique aimed to improve stability in future applications using similar behaviors
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