Download: RTSS 7.3.5 beta 5

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nice, now RTSS can tell use if we are gpu or cpu limited?!
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Undying:

Is there any way to change the cpu/gpu purple/green color?
Assuming that you copied this conditional layer from presentmon_frame_scale/presentmon_time_scale.ovl as is, color tags are directly embedded into both paths of conditional block there: Limited by GPUCPU
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tsunami231:

nice, now RTSS can tell use if we are gpu or cpu limited?!
Yes! Great work from @Unwinder
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nice will give go one i able too
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tsunami231:

nice, now RTSS can tell use if we are gpu or cpu limited?!
It cannot tell it out of box, as is. But it gives you fundamental possibility to add programmability to your overlays, so you may analyze displayed sensor values, define some conditions (cpu/gpu bottleneck is just one example) and transform your overlay depending on it. So I'd really like to see what users can create with new conditional layers feature.
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Undying:

Works rather well. Here is D4 limited vs unlimited framerate. You can see when its cpu or gpu limited. Is there any way to change the cpu/gpu purple/green color? https://abload.de/img/diabloiv_2023_09_13_1blcai.png https://abload.de/img/diabloiv_2023_09_13_1gtfhd.png https://abload.de/img/diabloiv_2023_09_13_1gtfhd.png[img]
Is it possible for you to attach your custom overlay file? No worries if not of course. Looks really good man 🙂 That "Limit: GPU" addition seems awesome on paper. I still need to download the beta after work. Am I understanding right that you're trying to get the CPU/GPU limits to display dynamically in their own color? That'd be pretty awesome for sure.
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Unwinder:

It cannot tell it out of box, as is. But it gives you fundamental possibility to add programmability to your overlays, so you may analyze displayed sensor values, define some conditions (cpu/gpu bottleneck is just one example) and transform your overlay depending on it. So I'd really like to see what users can create with new conditional layers feature.
Thanks for the update, RTSS is awesome. Use it everyday 🙂 Will download after work
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BlindBison:

Is it possible for you to attach your custom overlay file? No worries if not of course. Looks really good man 🙂 That "Limit: GPU" addition seems awesome on paper. I still need to download the beta after work. Am I understanding right that you're trying to get the CPU/GPU limits to display dynamically in their own color? That'd be pretty awesome for sure.
You don't need to download additional custom overlay to play with this functionality and learn how to implement it in your own overlays. It is demonstrated by sample presentmon_frame_scale.ovl and presentmon_time_scale.ovl layouts included in distributive: RTSS 7.3.5 Beta 3 demo - new PresentMon data provider, GPU busy, conditional layers - YouTube
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@Unwinder i increased IsGpuLimited to 0.9 it works better becouse 0.75 does not feel right. It displays im gpu limited even though im clearly cpu limited. Btw simple and clean it looks like this 🙂 https://abload.de/img/untitledvcd6e.png
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Undying:

@Unwinder i increased IsGpuLimited to 0.9 it works better becouse 0.75 does not feel right. It displays im gpu limited even though im clearly cpu limited.
Overhead is system and application specific. You may never reach 0.9 in 100% GPU limited workload in some cases. From linked video description:
- New version of OverlayEditor introduce support for conditional layers, which means that you can program some conditions right inside the overlay you create and alter your overlay appearance depending on it. I use it to display the layer with dynamic "Limited by CPU/GPU" indicator. This conditional layer analyzes PresentMon's frametime and GPU busy time, calculate GPUBusy/frametime ratio and displays that system is GPU limited when it is above or equal to 0.75. In ideal GPU limited case this ratio should be as close to 1 as it is possible, but there is always some overhead on CPU side, so I reduced the threshold to 0.75 to take it into account. Other words, this indicator displays "Limited by GPU" as soon as GPU busy starts taking 75% or more of frametime. I start driving with engaged framerate limiter to emulate CPU limited case and do so during a few seconds, so initially "Limited by CPU" is displayed. But once I disable the limiter with hotkey, PresentMon's frametime and GPU busy time become much closer to each other so you see it switching to "Limited by GPU". And as I mentioned, it is fully adjustable inside the layout so you can increase 0.75 threshold on your side if you feel that it is too low for you.
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BlindBison:

Is it possible for you to attach your custom overlay file? No worries if not of course. Looks really good man 🙂 That "Limit: GPU" addition seems awesome on paper. I still need to download the beta after work. Am I understanding right that you're trying to get the CPU/GPU limits to display dynamically in their own color? That'd be pretty awesome for sure.
Yes! Very helpful and nice addition to rtss. Try it out! 🙂
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Unwinder:

Overhead is system and application specific. You may never reach 0.9 in 100% GPU limited workload in some cases. From linked video description:
Interesting you are right. It might never reach 0.9 in 100% gpu limited scenario and it will indicate a gpu limit even though there is a cpu limit.
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Undying:

Interesting you are right. It might never reach 0.9 in 100% gpu limited scenario and it will indicate a gpu limit even though there is a cpu limit.
An example of such case is OpenGL Teardown game running on NVIDIA GPU when you force it to present frames on DXGI swapchain (control panel option). It is GPU limited case, but OpenGL->DXGI presentation transition layer adds rather static CPU overhead to each frame, so GPUBusy/frametime ratio is floating around 0.8 in this specific case:
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Testing some Diablo 4 IsGpuLimited 0.8 or 0.9 and how it works. So im limiting the framerate to 100fps/10.0ms/gpu busy 7.9-8.0ms and 82% gpu usage same scene. If i set IsGpuLimited 0.8 at 82% gpu usage im getting gpu limited but actually im not. If i set it 0.9 now im cpu limited as it should be. It makes sense as you play the game gpu usage drops to 90% or below you are probably getting cpu limited. https://abload.de/img/diabloiv_2023_09_13_2q3e2m.png https://abload.de/img/diabloiv_2023_09_13_2qqfeo.png
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Unwinder:

It cannot tell it out of box, as is. But it gives you fundamental possibility to add programmability to your overlays, so you may analyze displayed sensor values, define some conditions (cpu/gpu bottleneck is just one example) and transform your overlay depending on it. So I'd really like to see what users can create with new conditional layers feature.
its great most the time i just guessing. I have already edited Overly i post in that thread Will end this into them. I usual just go by which is maxed out as being bottlenecked will mess around with once i able.my sciatic has virtual impossible to stand/sit/lay down for any meaningful amount time Kudos to you for work on RTSS
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Think I got it working on the new beta 🙂 Very nice -- I may tinker around with that 0.75 ratio value -- perhaps 0.8 or 0.85, will do some testing in Arkham Knight as I'm curious to see how it handles those moments of classic UE traversal stutter. Eventually I may just leave it at the default though since I imagine Unwinder's estimate is likely a better one than mine. Going off that note from earlier in the thread, it seems being GPU bound isn't quite as simple as being at ~98% GPU utilization?
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Thank you @Unwinder for the update. installing now 🙂
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I feel stupid but how do i get the IsGpuLimited in to the data source I dont see it any where under internal hal data provider