Download: RTSS 7.3.5 beta 5

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Today we release a new Beta of our Rivatuner Statistics Server (RTSS). Alongside many changes and new features this released adds PresentMon integration with GPU busy metric as well as Conditional layers usage for implementing dynamic CPU/GPU bottleneck indicator.



The changes list is massive, please read all changes on the download page. Guru3D.com is the ONLY place where you should download RTSS. We've seen a lot of scam sites lately, likely including malware in their downloads. Grab the latest update here, we'll soon push an auto update. To other webmasters, it is not allowed to distribute this software other than on this website and MSI. - Download RTSS

Below is a video presenting the most important and interesting features of the new build. 

This video highlights the latest features of OverlayEditor, as seen in the recently unveiled RTSS 7.3.5 Beta 3. Using the built-in presentmon_frame_scale.ovl overlay layout, we observe:

  • The layout prominently showcases the classic RTSS real-time frametime graph at the top, juxtaposed with PresentMon's frametime and GPU activity graphs underneath. It's essential to note the few-second delay in PresentMon's data compared to the real-time RTSS graph, a characteristic of PresentMon's design. As recording begins, initial stutters related to recording initialization are visible on the top graph, but manifest on the lower graphs with a 3-second delay. This latency is conveniently labeled as "Reporting lag" within the layout.

  • PresentMon's display mode and estimated input latency are both real-time elements in this layout. As observed, while the game operates in hardware-independent flip mode, it transitions to composed flip mode once recording initiates, triggered by ShadowPlay's "Recording started" notification. This shift instantly adds roughly 16ms (a single frame, given the 60Hz refresh rate I use) to the latency due to the DWM composition necessitating an extra frame. The display mode reverts to its original setting shortly after the ShadowPlay notification vanishes.

  • The updated OverlayEditor now supports conditional layers, allowing users to embed specific conditions directly within their overlay to modify its appearance based on them. I employed this feature to showcase a dynamic "Limited by CPU/GPU" indicator. By analyzing PresentMon's frametime and GPU activity duration, and subsequently determining the GPUBusy/frametime ratio, this layer signals "GPU Limited" when the value is 0.75 or higher. In an optimal GPU-limited scenario, this ratio would hover close to 1. However, given the CPU's inevitable overhead, I adjusted the threshold to 0.75. In layman's terms, the system indicates "Limited by GPU" once the GPU becomes occupied for 75% or more of the frametime. Initially, while I drive with an active framerate limiter, it displays "Limited by CPU". But upon deactivating the limiter, the proximity between PresentMon's frametime and GPU busy time indicates a switch to "Limited by GPU". This threshold is customizable within the layout for those who might find 0.75 too conservative.



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