
Frame time capturing + analysis, OSD, sensor logging, hardware testing No. 1 Frame Time Tool, #OpenSource Contact: [email protected]
Joined June 2019
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CapFrameX 1.9.2 beta is out!
🚨 Critical PresentMon fixes address rising CPU/memory usage and capture stalls after frame-generation changes. 🚨
Download + release notes: github.com/CXWorld/CapFrameX…
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…
CapFrameX retweeted
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!
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.
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. 😀
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.





















