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On 8/8/2020 at 1:04 PM, jomardi said:

არ არის ჩემტან CPU ტემპ )) უეჭველი ჩემ სოკეტზე აქვს პრობლემა

ჩემთან ყველაფერია, ასე რომ ნუ ერჩი მაგ პატიოსან სოკეტს :D  პროგრამა აურევდა, მიაშალე და მერე დაყემება სცადე

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On 9/18/2020 at 12:21 PM, Gogla1990 said:

ჩემთან ყველაფერია, ასე რომ ნუ ერჩი მაგ პატიოსან სოკეტს :D  პროგრამა აურევდა, მიაშალე და მერე დაყემება სცადე

ბევრჯერ ნაცადია. შეიძლება ბეტას რომ არ ვიყენებ ეგაა მიზეზი. ისე თუ ასე, Fps monitor-ს მაინც ვერ ჯობია. დამხმარე სოფტის დაყენებაც არაა საჭირო.

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  • 4 weeks later...

MSI Afterburner 4.6.3 Beta 3 გამოვიდა შეიმდეგი ჩეინჯლოგით:

- Afterburner will stop relying on NVIDIA’s native fan speed reporting in monitoring module for 30x0 series cards as soon as you enable manual fan speed control (i.e. set fixed fan speed of software fan curve). In this case it will simply display you the last programmed fan speed instead of reading back normalized (and possibly distorted) fan speed value from NVIDIA driver. NVIDIA’s normalized fan speed monitoring is still being used as soon as you enable default automatic fan speed control, because it is the only way to read fan speed in this case. Just keep in mind that in this case you’ll always see fan speed floating inside (30%-100%) range, and it may not match the real fan speed range. So always pay attention to tachometer readings.

- Afterburner will stop relying on NVIDIA driver’s native fan speed limits for GUI on 30x0 series cards. Currently they don’t reflect the reality on many non-reference cards.

In addition to fan speed problem workaround new beta also adds an ability to force legacy OC Scanner usage on 455+ and newer drivers on Pascal and Turing series GPUs. New scanner API has limited support for pre-Ampere GPUs, e.g. it is currently unsupported on Pascals and seem to be broken on Turings in SLI configs. So you may force old legacy scanner usage, if your system is affected. To force it set LegacyOCScanner to 1 in [NVAPIHAL] in MSIAfterburner.cfg

ესეც გადმოსაწერი ლინკი: https://forums.guru3d.com/threads/rtss-6-7-0-beta-1.412822/page-131

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  • 2 weeks later...

RTSS 7.3.0 beta 7 გამოვიდა შემდეგი ჩეინჯლოგით:

Various Vulkan bootstrap layer and Vulkan overlay renderer cleanups aimed to improve compatibility with Vulkan validation layer
· Improved compatibility with multithreaded Direct3D1x applications, using multiple Direct3D devices and swapchains and concurrently presenting frames on them from different threads (e.g. Windows Terminal)
· Added RenderDelay profile compatibility switch, allowing delaying On-Screen Display initialization and rendering for some applications when it is necessary (e.g. Resident Evil 3 in Direct3D11 mode when HDR mode is enabled)
· FCAT overlay update rate is no longer limited to overlay content update rate in offscreen overlay rendering mode
· Added new hypertext tags for displaying process specific 1% low and 0.1% low framerate graphs. Now multiple simultaneously running 3D applications can display their own independent 1% low and 0.1% low framerate graphs instead of foreground 3D application’s 1% low and 0.1% low framerate graphs in the previous version
· Improved 1% low and 0.1% low framerate graphs rendering implementation for graph and diagram rendering modes. The graphs showing the history of 1% low and 0.1% low framerate changes has no statistical sense, so now RivaTuner Statistics Server is showing you more informative dynamic histogram of sorted and the most slowest immediate framerates with highlighted 1% or 0.1% areas on it. For barchart rendering mode 1% low and 0.1% framerate graphs still display the current value like before
· Added new “moving bar” rendering mode for FCAT overlay. New mode is aimed to simplify visual identification of tearline position and it can be used when calibrating Scanline Sync settings
· Added new “Frametime calculation point” option to “General” application properties. This option is aimed to help those who try to directly compare frame rendering start timestamp based frametimes with frame presentation timestamp based frametimes. Please refer to new option context help to get more detailed info
· Added new “Percentile calculation mode” option to “General” application properties. This option is aimed to help those who try to compare different implementations of 1% low and 0.1% low framerate metrics in different applications. Please refer to new option context help to get more detailed info
· Added new “Framerate limiting mode” option to “General” application properties. Two alternate framerate limiting modes selectable with this option (“front edge sync” and “back edge sync”) are intended to be used in conjunction with scanline sync mode. Using those options in tandem allows enabling so called hybrid scanline sync mode. In this case actual target scanline synchronization is performed just once for initial tearline positioning then tearline position can be steered with high precision system clock. This option can also help those who try to compare flatness of frametime graphs measured at different points (frame start vs frame presentation timestamp based)
· Added power user controllable passive wait stage to framerate limiter’s busy waiting loop. It is aimed to help those who is ready to sacrifice timing precision in favor of lower CPU load
· Improved power user oriented scanline sync info panel. New performance counters are aimed to improve the process of scanline sync calibration and help you to diagnose tearline jittering. The following new performance counters have been added to it:
o Sync start – index of scanline where 3D application called 3D API frame presentation function and scanline sync engine started the process of waiting for the target scanline
o Sync end – index of scanline where scanline sync engine ended the process of waiting for target scanline. Ideally it must be as close to expected target scanline as it is possible
o Present – index of scanline where 3D API frame presentation function was actually called after performing scanline synchronization. For normal scanline sync modes it is pretty close to the previous performance counter. For hybrid scanline sync mode it can drift depending on your framerate limit, if it doesn’t match with your display refresh rate
o Present latency – time spent inside 3D API frame presentation call

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/RTSSSetup730Beta7Build23717.rar ნუ ვისაც გაშვებული აქვს ჯერ თიშავს აფტერბარნერს, მერე აყენებს მაგას მერე ისევ რთავს, მეტი არაფერი არ უნდა

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კაი ბლომად რაღაცა დაამატეს

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RTSS 7.3.0 beta 8 გამოვიდა შემდეგი ჩეინჯლოგით:

· Added 3 more decimal digits to fractional framerate limit adjustment control. Extended framerate limit adjustment precision can be necessary for new hybrid scanline sync mode, where the previous 0.001 FPS adjustment precision can be insufficient
· Added fractional frametime limit adjustment support. Extended frametime limit adjustment precision can be necessary for new hybrid scanline sync mode, where the previous 1 microsecond adjustment precision can be insufficient
· Now you may hold <Alt> and click framerate limit adjustment control to set framerate limit to your refresh rate
· Now up/down spin buttons associated with framerate limit adjustment control tune the limit in minimum adjustment step instead of fixed 1 FPS step (e.g. in 0.1 FPS step if single decimal digit after comma is specified)
· Added user adjustable resynchronization period for hybrid scanline sync mode. New HybridSyncPeriod profile entry is set to 60 seconds by default, which means that hybrid scanline sync will forcibly resynchronize tearline position with explicit scanline synchronization event once per minute. This feature can be helpful when tearline position is slowly drifting due to inability to specify the framerate limit, exactly matching with the refresh rate
· All timing calculations for synchronous framerate limiting modes have been ported from floating point to integer format. It is aimed to improve timing precision for some old Direct3D9 applications, where Direct3D runtimes may reduce floating point co-processor precision causing less accurate timings calculation
· Maximum GUI framerate limit increased to 480 FPS

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/RTSSSetup730Beta8Build23844.rar

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RTSS 7.3.0 beta 9 გამოვიდა შემდეგი ჩეინჯლოგით:

- Added Dirt 5 compatibility profile. More details about it are available in my previous post.
- Framerate limiter’s passive waiting implementation is now overriding timer resolution on each wait iteration instead of doing it just once on startup. This change is aimed to improve passive waiting precision in the applications, which dynamically alter timer resolution in realtime (e.g. Dirt 5 before and after playing in-game cinematic).
- Fixed bug in video capture framerate limiting mode, corrupted in the previous beta during porting timing calculations from floating point to integer format.
- D3DKMT based process specific local videomemory usage counter, similar to one introduced in MSI Afterburner 4.6.3 beta 2, is now natively supported by HAL of OverlayEditor plugin.
- External access to the game process required to implement D3DKMT based process specific videomemory usage counter is restricted for EAC and BattlEye specific titles, so RTSS introduces asynchronous process specific performance counters access interface integrated into hooks library, which is running inside protected process context. OverlayEditor plugin also supports this interface and allows using these counters in your overlay templates. Sample OverlayEditor overlay template demonstrates this interface usage to display foreground process specific RAM and VRAM usages.
- Added new <EXE> hypertext tag, allowing displaying hooked process executable name in overlay. Sample OverlayEditor overlay demonstarates new tag usage.

Screenshot is BattlEye protected “Escape From Tarkov” with process specific RAM and VRAM usages in sample OverlayEditor's overlay:

5Tntgas.jpg

 

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/RTSSSetup730Beta9Build24084.rar

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MSI Afterburner 4.6.3 beta 4 გამოვიდა შემდეგი ჩეინჯლოგით:

Added Zen3 CPU monitoring
- Added internal "Memory usage / process" and "RAM usage / process" graphs based on async process performance counter access interface introduced by the latest RTSS. Unlike GPU.dll plugin, those sources support in-process VRAM and RAM reporting for EAC/BattlEye protected and UWP titles.
- RTSS has been upgraded to the latest 7.3.0 beta 9

Also please take a note that there is NO official RADEON 6000 family support inside yet. My 6800XT sample is still on the way from MSI to me, it will take a while to arrive and to finalize full hardware support implementation. I hope that it is a question of couple weeks. But according to reviewer reports everything monitoring related already works as is, the only part that needs update is a clock control (i.e. overclocking).

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup463Beta4Build15910.rar

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  • 2 months later...

RTSS 7.3.0 beta 10 გამოვიდა შემდეგი ჩეინჯლოგით:

- Improved 32-bit runtime disassembler provides better compatibility with 32-bit applications when stealth mode is enabled
- Fixed crash on capturing screenshots in CP2077 when scRGB HDR mode is enabled
- Added autoscaling option to graph properties in OverlayEditor plugin
- Added Direct3D12 hooking support for Direct3D12 runtime changes introduced with KB4598291
- Updated profiles list

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup730Beta10Build24311.rar

ხო მაგ DX12 შეტყობინებას მეც მიგდებდა მაგ ბოლო ვინდოუს 10 პრევიუ განახლების შემდეგ, ეგ რომ დავაყენე გასწორდა

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MSI Afterburner 4.6.3 Beta 5 გამოვიდა შემდეგი ჩეინჯლოგით:

MSI Afterburner 4.6.3 Beta 5 (build 16071)
Added NVIDIA Ampere GPU architecture support:
Added new fan control 3.0 API support
Added new integrated OC Scanner API support, please read below to get more information about new OC Scanner implementation
Updated bundled MSI Overclocking Scanner application:
Starting from 455.xx drivers family, NVIDIA OS Scanner is no longer implemented as a separate software component redistributed with each AIC partner's overclocking software. Now NVIDIA OC Scanner is integrated into the driver and third-party software can natively access it via NVAPI. Such implementation simplifies the process of OC Scanner maintenance for NVIDIA, it is no longer necessary to ship updated software components to AIC partners and re-release each partners' software when something needs to be changed inside OC Scanner from NVIDIA side. MSI Overclocking Scanner supports both implementations of NVIDIA OC Scanner API:
Old legacy implementation of NVIDIA OC Scanner via separate software components for NVIDIA Pascal and Turing architectures for pre-455.xx drivers family
New integrated NVAPI based implementation of NVIDIA OC Scanner for 455.xx and newer NVIDIA display
drivers
New NVAPI based OC scanner implementation features the following changes and improvements:
Automated overlocking support for both core and memory clocks
OC Scanners's results are now persistent. It means that once the scanning process succeeds, NVIDIA driver internally saves optimized voltage/frequency curve and overclocked memory clock and apply them as new system defaults after reboot, even if you close or uninstall overclocking application. Now there is new "Revert" button inside MSI Overclocking Scanner, which allows you to revert overclocked curve and memory clocks to their real defaults
Manually adjusted clock/frequency curve stability testing functionality is deprecated and no longer available
Added voltage control for reference design NVIDIA GeForce RTX 30x0 series graphic cards
Added new MSI Ampere and Indigo skins by Drerex design
Added experimental support for Intel 10th generation CPUs
Added native NVAPI based implementation of absolute GPU power monitoring for NVIDIA GPUs
Altered synchronization mutex name for AMD SNM registers access in AMD Ryzen temperature monitoring implementation
Fixed abnormally high PCIE bus usage value monitored on NVIDIA GPUs after display driver crash and recovery or on Optimus
platforms when discrete GPU is sleeping
Added workaround for AMD driver bug causing short display flicker during applying new fan settings on some multi-monitor or single monitor high refresh rate display configurations
Now MSI Afterburner is forcibly disabling Zero RPM when applying new fixed fan speed in order to bypass AMD driver bug
preventing fan control from working when Zero RPM mode is enabled on some systems. If Zero RPM is working properly on your system and you still want to keep it enabled when adjusting fan speed, you may disable forcible Zero RPM override with power oriented switch in application configuration file ow MSI Afterburner is displaying the minimum allowed fan speed in software fan curve editor window on Overdrive 8 capable AMD GPUs. The latest AMD drivers will not allow you to set fan speed below this limit, that’s by design of driver AMD ADL components are loaded by absolute path now to prevent possible DLL hijacking.
Tightened IO driver access policy, the driver can no longer be accessed by users with no administrative rights RivaTuner Statistics Server has been upgraded to v7.3.0. This version introduces plugins architecture and brand new visual overlay editor plugin, we strongly recommend you to try it if you’re advanced user and want to customize your OSD beyond the possibilities of MSI Afterburner’s internal OSD layout editor.
MSI Afterburner 4.6.3 beta 5 will additionally contain one minor functionality upgrade for AMD 6800/6900 users: now it internally switches "Tuning control" to "Manual" mode automatically, so it is not necessary to do it yourself in Adrenalin control panel. And of course, it will contain updated RTSS 7.3.0 Beta 10 bundled with it.

ესეც გადმოსაწერი ლინკი: https://www.guru3d.com/files-get/msi-afterburner-beta-download,37.html

ლოლ ნავის და ამპერის ახალი სკინები დაუმატებიათ:

arHy8UR.jpg

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  • 2 weeks later...

RTSS 7.3.0 RC გამოვიდა კიდე ერთი ფიქსით:

It was planned to release current MSI AB 4.6.3 beta 5 and RTSS 7.3.0 beta 10 as the final builds of MSI AB 4.6.3 and RTSS 7.3.0 versions this week. However, there were some changes on RTSS side during last few days so there will be slightly newer build of RTSS addressing Kombustor incompatibility reported by @Astyanax in this thread. As a pleasant bonus side effect, Kombustor compatibility fix may also imrpove compatibility with other Vulkan renderers behaving similar to Kombustor (i.e. creating/destroying multiple Vulkan instances/devices during application runtime). That's not a typical development pattern and applicaiton behavior, none of currently existing native Vulkan game renderers do that, but at least some third party mods like DXVK behave this way so compatibility with them may be improved.
So there will be RTSS 7.3.0 RC (with this Kombustor compatibility fix) in nearest time, then we'll probably include it in MSI AB 4.6.3 distributive and publish 4.6.3 RC as well.

https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup730Build24339.rar

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  • 3 weeks later...

RTSS 7.3.0 ფინალური ვერსია გამოვიდა შემდეგი ვებერთელა ჩეინჯლოგით:

Version 7.3.0 final release
Scanline sync no longer stops working in OpenGL applications when OSD support is disabled at application profile level
Fixed Vulkan device and instance handle leak in Vulkan bootstrap layer
Fixed crash on capturing screenshots in Cyberpunk 2077 when scRGB HDR mode is enabled
Improved compatibility with Vulkan applications using multiple Vulkan instances and devices
Various Vulkan bootstrap layer and Vulkan overlay renderer cleanups aimed to improve compatibility with Vulkan validation layer
Added alternate asynchronous On-Screen Display renderer for Vulkan applications presenting frames from compute queue (id Tech 6 and newer engine games like Doom 2016 and Dooom Eternal). The implementation is using original AMD’s high performance concept of asynchronous offscreen overlay rendering and the principle of asynchronous combining with framebuffer directly from compute pipeline with compute shader without stalling compute/graphics pipelines. PresentFromCompute entry in global profile template is set to 1 by default now and it enables new asynchronous implementation. The previous synchronous and more performance consuming implementation is also available and can be enabled by setting PresentFromCompute to 2. It is recommended to enable the previous synchronous implementation for performance comparisons only and for estimating difference in performance hit between new and old implementations
Improved compatibility with multithreaded Direct3D1x applications, using multiple Direct3D devices and swapchains and concurrently presenting frames on them from different threads (e.g. Windows Terminal)
Various compatibility improvements in the hook engine:
Now any application may manifest itself as incompatible with RivaTuner Statistics Server overlay/hooks either via declaring special named exported variable (recommended and preferred way for EXE-level implementation) or via setting process environment variable (alternate way for DLL-level implementation). So the applications incompatible with RivaTuner Statistics Server may prevent its API hooking functionality with just a couple lines of code at compile time without need to add exclusion profile for it from RivaTuner Statistics Server side
Added user extendable profile mapper to profile loader. The mapper is allowing RivaTuner Statistics Server to map multiple executable names matching with specified wildcard (e.g. vegas130.exe, vegas140.exe and so on for different versions of Sony Vegas) to a single profile file, so it is no longer necessary to create exclusion profiles for each version of such application independently
Added user extendable injection ignore triggers list. Similar to injection delay triggers list, injection ignore triggers list allows defining the set of DLL modules, which will prevent RivaTuner Statistics Server from injecting target process when any of such modules is detected in the process context. This feature is aimed to exclude applications using typical GPU accelerated GUI libraries from hooking. The list currently includes WPF framework libraries (PresentationFramework.dll and PresentationFramework.NI.dll), so all WPF applications are excluded from hooking now
Improved 32-bit runtime disassembler provides better compatibility with 32-bit applications when stealth mode is enabled
Added Direct3D12 hooking support for Direct3D12 runtime changes introduced with KB4598291
Improved RivaTuner Statistics Server host API:
New localization API is allowing the plugins to use host multilanguage translation functionality for localizing the plugin’s GUI
New On-Screen Display preview API is allowing the plugins to render On-Screen Display on top of Direct3D frambuffer specified by caller and report back each rendered layer’s screen position and extent. On-Screen Display preview API can be used to implement visual On-Screen Display editing functionality
Added helper PickColor API function, allowing the plugins to use advanced host color picker dialog window
Improved On-Screen Display hypertext formatting implementation:
Various fixes in alignment, dynamic tabbing, positioning and backspace tags parsing implementation
Added layer definition tags. Each layer defined inside the hypertext is treated by parser as an independent block of text and new On-Screen Display preview API is able to report each rendered layer’s screen position and extent independently. Please take a note that layer definition tags also affect text extent calculation, so embedded objects with zero height and width defined inside the layer are covering just their layer area instead of whole On-Screen Display area
Added extent override tags support. By default the layer extent is defined by hypertext content, but you may force the layer extent to be greater than actual content extent with new extent override tag. The tag also allows aligning the layer content by left/right/top/bottom or centering it horizontally/vertically
Added image loading tags support. The tags are allowing the parser to load and embed a custom PNG image into On-Screen Display font texture
Added image embedding tags support. The tags are allowing you to render a part of On-Screen Display font texture image into hypertext. This allows you to display custom logos or animated image sequences into On-Screen Display
Added defaults override tags support. The tags are aimed to be used in pairs, to start and stop defaults override blocks inside the hypertext. The first tag starts the block, stores default hypertext formatting attributes (text color, size and so on) and saves currently applied hypertext formatting attributes as new defaults. This way user defined defaults are being applied with default text color or size tags inside defaults override block. The next tag ends the block and restores previously saved default hypertext formatting attributes
Changed embedded object size interpretation. Now positive size values are treated as zoomed pixels instead of fixed pixels
Added new <EXE> hypertext tag, allowing displaying hooked process executable name in On-Screen Display
Added range autoscaling flag support for embedded graphs
Added new type of plugins: client plugins. RivaTuner Statistics Server is designed to act as a server process, which is running passively and providing different functionality (On-Screen Display rendering, screen and video capture, benchmarking etc) to multiple client applications connected to it (e.g. MSI Afterburner). GUI for such functionality is normally located at client application side. New client plugins allow integrating GUI for such functionality directly into RivaTuner Statistics Server, without the need to run additional client applications, so new client plugins architecture is intended for those who prefer to use RivaTuner Statistics Server as a standalone solution without MSI Afterburner. SDK is now including the following open source client plugins:
HotkeyHandler plugin is a built in hotkey processor, which is providing and demonstrating implementation of the following functionality:
Low-latency DirectInput based hotkey handler, similar to MSI Afterburner’s internal one
Full set of standard hotkey based functionality, available in MSI Afterburner client and based on RivaTuner Statistics Server API. This includes On-Screen Display visibility control, framerate limiter activation/deactivation, screen capture, video capture and benchmarking functionality. Now all those features can be also used in standalone RivaTuner Statistics Server usage scenario
Up to 4 additional general-purpose programmable profile modifier hotkeys.  You may bind almost any profile modification related actions to those hotkeys, e.g.  increase of decrease framerate limit, toggle between multiple predefined framerate limits, increase or decrease scanline index for  scanline sync mode, zoom OSD in/out, enable or disable global hooks and many more
OverlayEditor plugin is advanced visual hypertext editor, providing you more than any currently existing overlay can do. There were a lot of fair and independent commercial overlay reviews recently, claiming that it is absolutely impossible to develop visual overlay editing in free applications and that feature wise all free overlays are second tier products comparing to commercial ones. We decided to take it as a challenge, burst that marketing bubble and provide the plugin with such functionality free of charge to anyone who still believes in free system software distribution principles like us. So this plugin was developed from scratch in just a few weeks. It comes with fully open source code included in SDK, so you can peek inside and improve it or just see if such kind of functionality is really a rocket science development:
Unified and extremely flexible overlay layout editing GUI, which can be used in combo with any major and most popular hardware monitoring cores available on the market: HwINFO64, AIDA64 or MSI Afterburner. Do you wish to attach something else, e.g. GPU-Z? That’s not a problem, it can be easily done by any beginner developer in just a few hours because the plugin is completely open source. Your overlay layout can be easily adapted to any hardware monitoring data provider application and it will look exactly the same and stay exactly the same feature rich. With such modular architecture overlay rendering and editing application is completely decoupled from hardware monitoring core so it is extremely easy to troubleshoot hardware monitoring related compatibility issues and switch to a different hardware monitoring data provider application. Such modular architecture is a pro, not a con
The plugin provides internal data sources, which are measured by RivaTuner Statistics Server itself (e.g. framerate, frametime, minimum/maximum/average/1%/0.1% low framerates for benchmark mode). Such data sources can be used in overlay layout as is, without running any additional hardware monitoring data provider application in background
The plugin provides internal HAL (Hardware Abstraction Layer) and minimalistic built-in hardware monitoring core based on it. The HAL provides basic CPU and RAM usage related data sources and architecture specific GPU related monitoring data sources (such as graphics engine usage, videomemory usage, graphics processor and videomemory clocks, temperatures, power consumption, fan speeds and so on) available on modern discrete AMD and NVIDIA GPUs and integrated Intel GPUs. Internal HAL do not rely on low-level access to hardware in any form, it uses only native GPU monitoring functionality embedded in OS and GPU display drivers: NVAPI for modern NVIDIA GPUs, AMD ADL for modern AMD GPUs and D3DKMT for Intel iGPUs and legacy GPUs. Such approach don not break our main principle of decoupling overlay from hardware monitoring application, so HAL data sources have close to zero chances to affect hardware compatibility and they can be safely used in conjunction with any external data provider application of your choice
The plugin provides internal ping monitoring data source, implementation is a direct clone of MSI Afterburner’s ping monitoring plugin. Ping monitoring is not natively available in HwINFO64 or AIDA64, so this internal data source is aimed to help those who plan to use this plugin without MSI Afterburner in combo with HwINFO64 or AIDA64
The plugin provides an ability to import data sources from Windows performance counters, implementation is a direct clone of MSI Afterburner’s PerfConter plugin. Windows performance counters provide you built-in monitoring of HDD usage and read/write speeds, network interface download and upload rates, a lot of detailed global and per-process CPU, memory and pagefile related metrics as well as hundreds of other performance counters visible to OS
The plugin provides MSI Afterburner styled correction formulas for all external data sources. Which means that you can transform data received from external hardware monitoring data provider applications in any form, for example convert memory usage from megabytes to gigabytes and many more
The plugin provides layer based overlay layout representation, which is typical for graphics editors. Such architecture suits best for creating more complex and artistic On-Screen Display layouts, but requires a bit more time and efforts
Each layer is independently formatted and positioned hypertext block, which can display both static and dynamic hypertext. In addition to standard customization of each layer’s hypertext formatting attributes (text and background color, font size, subscript or superscript text size, text alignment etc), you can also embed the following objects directly into hypertext of each layer:
Rich set of different macro definitions, displaying system time in different formats, programmable timers, your PC hardware specs and of course current values of internal plugin data sources (e.g. framerate or frametime) of external data sources exported from different hardware monitoring applications (e.g. GPU temperature exported from MSI Afterburner)
Traditional, diagram or barchart styled graphs attached to any data source, either internal or external one
Static images, displaying your hardware manufacturer logos and so in
Dynamic animated images, changing depending on data source connected to animation input. This way you can create absolutely uniquely looking graphics indicators in your overlay layouts, e.g. round progress indicators, gauges etc
You’re not limited to embed just a single object per layer. This means that for example you may create a layer containing all CPU load barchart graphs and make them share the same settings template, which makes it much easier to modify such overlay layouts
Complete freedom of choice, you can still customize On-Screen Display layout via built-in GUI of MSI Afterburner, HwINFO64 or AIDA64. Use new plugin only if you need it and wish to create something more complex than native MSI Afterburner or HwINFO64 On-Screen Display layout
Added asynchronous process specific performance counters access interface.  The interface is integrated into hooks library, which is running inside protected process context and may report hooked process specific RAM and VRAM usages to client applications
Added new open source DesktopOverlayHost tool to SDK. DesktopOverlayHost is a simple blank borderless 3D window with adjustable size, position, transparency and chroma keying support. You can use it as a platform for displaying any 3D API hook based overlay right on top of your Windows desktop. Implementation is overlay vendor agnostic, so you can use it with RivaTuner Statistics Server, as well as with other third party overlays like EVGA Precision X1 and so on
Added ShowForegroundStat profile switch, which is allowing any 3D application to display foreground 3D process framerate and frametime statistics instead of application’s own ones. This switch is used by new DesktopOverlayHost tool profile to let it to display foreground 3D process statistics on desktop
Added RenderDelay profile compatibility switch, allowing delaying On-Screen Display initialization and rendering for some applications when it is necessary (e.g. Resident Evil 3 in Direct3D11 mode when HDR mode is enabled)
FCAT overlay update rate is no longer limited to overlay content update rate in offscreen overlay rendering mode
Added new hypertext tags for displaying process specific 1% low and 0.1% low framerate graphs. Now multiple simultaneously running 3D applications can display their own independent 1% low and 0.1% low framerate graphs instead of foreground 3D application’s 1% low and 0.1% low framerate graphs in the previous version
Improved 1% low and 0.1% low framerate graphs rendering implementation for graph and diagram rendering modes. The graphs showing the history of 1% low and 0.1% low framerate changes has no statistical sense, so now RivaTuner Statistics Server is showing you more informative dynamic histogram of sorted and the most slowest immediate framerates with highlighted 1% or 0.1% areas on it. For barchart rendering mode 1% low and 0.1% framerate graphs still display the current value like before
Added new “moving bar” rendering mode for FCAT overlay. New mode is aimed to simplify visual identification of tearline position and it can be used when calibrating Scanline Sync settings
Added new “Frametime calculation point” option to “General” application properties. This option is aimed to help those who try to directly compare frame rendering start timestamp based frametimes with frame presentation timestamp based frametimes. Please refer to new option context help to get more detailed info
Added new “Percentile calculation mode” option to “General” application properties. This option is aimed to help those who try to compare different implementations of 1% low and 0.1% low framerate metrics in different applications. Please refer to new option context help to get more detailed info
Added new “Framerate limiting mode” option to “General” application properties. Two alternate framerate limiting modes selectable with this option (“front edge sync” and “back edge sync”) are intended to be used in conjunction with scanline sync mode. Using those options in tandem allows enabling so called hybrid scanline sync mode. In this case actual target scanline synchronization is performed just once for initial tearline positioning then tearline position can be steered with high precision system clock. This option can also help those who try to compare flatness of frametime graphs measured at different points (frame start vs frame presentation timestamp based)
Added 3 more decimal digits to fractional framerate limit adjustment control. Extended framerate limit adjustment precision can be necessary for new hybrid scanline sync mode, where the previous 0.001 FPS adjustment precision can be insufficient
Added fractional frametime limit adjustment support. Extended frametime limit adjustment precision can be necessary for new hybrid scanline sync mode, where the previous 1 microsecond adjustment precision can be insufficient
Now you may hold <Alt> and click framerate limit adjustment control to set framerate limit to your refresh rate
Now up/down spin buttons associated with framerate limit adjustment control tune the limit in minimum adjustment step instead of fixed 1 FPS step (e.g. in 0.1 FPS step if single decimal digit after comma is specified)
Added power user controllable passive wait stage to framerate limiter’s busy waiting loop. It is aimed to help those who is ready to sacrifice timing precision in favor of lower CPU load
Improved power user oriented scanline sync info panel. New performance counters are aimed to improve the process of scanline sync calibration and help you to diagnose tearline jittering. The following new performance counters have been added to it:
Sync start – index of scanline where 3D application called 3D API frame presentation function and scanline sync engine started the process of waiting for the target scanline
Sync end – index of scanline where scanline sync engine ended the process of waiting for target scanline. Ideally it must be as close to expected target scanline as it is possible
Present – index of scanline where 3D API frame presentation function was actually called after performing scanline synchronization. For normal scanline sync modes it is pretty close to the previous performance counter. For hybrid scanline sync mode it can drift depending on your framerate limit, if it doesn’t match with your display refresh rate
Present latency – time spent inside 3D API frame presentation call
Updated hardware encoding plugins:
All hardware encoding plugins are using new host localization API, so all plugins support multilanguage settings GUI
Updated Intel QuickSync H.264 encoder plugin. Now you may manually select target display device in the plugin’s settings. Please take a note that manual device selection can be required on Intel DCH drivers to address problems with wrong automatic Intel iGPU device selection, which could prevent the encoder from working properly
Added alternate and user configurable CPU yielding implementation to busy wait loops used in both framerate limiter and scanline sync implementations. Alternate CPU yielding implementation is used by default now, it can improve previously existing and close to ideal framepacing accuracy even further under heavy CPU load conditions due to minimizing context switching related timing penalties
Added alternate named pipe interface for streaming frametime statistics to third party applications in real time
Updated profiles list

ესეც გადმოსაწერი ლინკი: https://www.guru3d.com/files-get/rtss-rivatuner-statistics-server-download,16.html

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MSI Afterburner 4.6.3 ფინალური ვერსია გამოვიდა უზარმაზარი ჩეინჯლოგით:


· Added NVIDIA Ampere GPU architecture support:
o Added new fan control 3.0 API support
o Added new integrated OC Scanner API support, please read below to get more information about new OC Scanner implementation
· Added AMD Navi 21 GPU architecture support
· Updated bundled MSI Overclocking Scanner application:
o Starting from 455.xx drivers family, NVIDIA OS Scanner is no longer implemented as a separate software component redistributed with each AIC partner's overclocking software. Now NVIDIA OC Scanner is integrated into the driver and third party software can natively access it via NVAPI. Such implementation simplifies the process of OC Scanner maintenance for NVIDIA, it is no longer necessary to ship updated software components to AIC partners and re-release each partners’ software when something needs to be changed inside OC Scanner from NVIDIA side. MSI Overclocking Scanner supports both implementations of NVIDIA OC Scanner API:
§ Old legacy implementation of NVIDIA OC Scanner via separate software components for NVIDIA Pascal and Turing architectures for pre-455.xx drivers family
§ New integrated NVAPI based implementation of NVIDIA OC Scanner for 455.xx and newer NVIDIA display drivers
o New NVAPI based OC scanner implementation features the following changes and improvements:
§ Automated overlocking support for both core and memory clocks
§ OC Scanners's results are now persistent. It means that once the scanning process succeeds, NVIDIA driver internally saves optimized voltage/frequency curve and overclocked memory clock and apply them as new system defaults after reboot, even if you close or uninstall overclocking application. Now there is new "Revert" button inside MSI Overclocking Scanner, which allows you to revert overclocked curve and memory clocks to their real defaults
§ Manually adjusted clock/frequency curve stability testing functionality is deprecated and no longer available
· Added voltage control for reference design NVIDIA GeForce RTX 30x0 series graphic cards
· Added voltage control for reference design AMD RADEON RX 6800 / 6900 XT series graphics cards
· Added new MSI Ampere, MSI Big Navi, MSI Indigo and MSI Cyborg v2 skins by Drerex design
· Added experimental support for Intel 10th generation CPUs
· Added experimental support for AMD Zen3 CPUs
· Altered synchronization mutex name for AMD SNM registers access in AMD Ryzen temperature monitoring implementation
· Fixed abnormally high PCIE bus usage value monitored on NVIDIA GPUs after display driver crash and recovery or on Optimus platforms when discrete GPU is sleeping
· Fixed issue with monitoring window displayed in minimized state on the first detach with some skins
· Improved automatic software fan control implementation:
o Added new hybrid automatic software fan control mode. This mode allows you to combine default hardware fan curve and user defined software fan curve and dynamically switch between those two modes on temperature threshold. Such implementation can be useful on the cards with limited software fan control range (on both AMD and NVIDIA hardware) if you wish to use deault hardware fan curve (with active native fan stop technology) in lower temperatre range and use customized software fan curve in higher temperature zone. This is achieved by new "Override zero fan speed with hardware curve" option. When this option is enabled, you're telling MSI Afterburner to engage default fan control mode in zero fan speed zone of your custom fan curve
o Added new "Use firmware control mode" option to software automatic fan control module. This option allows customizing fan curve at GPU firmware level instead of doing it entirely in software, so it doesn't require keeping MSI Afterburner loaded in memory in order to get custom fan curve working. Also this option can be used to bypass various third party issues related to broken fixed fan speed programming API in some display drivers (e.g. Overdrive8 API related screen flickering on some AMD GPUs). New option is only supported on limited set of modern GPUs (Vega and newer AMD GPU families, Ampere and newer NVIDIA GPU families) and it has multipe GPU firmware based limitations such as limited maximum supported number of nodes for the curve (quad slope curve and up to 5 curve nodes on AMD, dual slope curve and up to 3 curve nodes on NVIDIA), lack of step/linear mode switching support, lack of hysteresis adjustment support etc. Please refer to new option context help to get more details
· Improved hardware monitoring module:
o Added native NVAPI based implementation of absolute GPU power monitoring for NVIDIA GPUs
o Improved GPU.dll plugin. Open source code of updated plugin demonstrates implementation of new data sources: "GPU dedicated memory \ process" and "GPU shared memory \ process". Performance counters represented by new data sources are displaying local and non-local VRAM commits for foreground process, so you may use them to see how much VRAM is allocated by the game you're currently playing and compare it with total system-wide VRAM usage reflected by “Memory usage” data source. Implementation of new data sources is based on low-level D3DKMT API, which is allowing a process to peek into other process specific D3D performance counters. Due to such implementation model new "GPU dedicated memory \ process" and "GPU shared memory \ process" are not supported for EAC/BattleEye protected titles
o Added internal "Memory usage \ process" and "RAM usage \ process" graphs based on asynchronous process performance counter access interface introduced by RivaTuner Statistics Server v7.3.0. Implementation is similar to new data sources introduced by updated GPU.dll plugin, but unlike the plugin, internal sources are being asynchronously polled by digitally signed RivaTuner Statistics Server’s hook modules in context of the game process, so they support in-process VRAM and RAM reporting for EAC/BattlEye protected and UWP titles. It is strongly recommended to use those internal data sources instead of their clones located in GPU.dll. GPU.dll implementation is mainly intended to be open source tutorial for third party monitoring applications developers
· Added workaround for AMD driver bug causing short display flicker during applying new fan settings on some multi-monitor or single monitor high refresh rate display configurations
· "Erase autosaved startup settings" option is now disabled by default in AMD compatibility properties
· Now MSI Afterburner is forcibly disabling Zero RPM when applying new fixed fan speed in order to bypass AMD driver bug preventing fan control from working when Zero RPM mode is enabled on some systems. If Zero RPM is working properly on your system and you still want to keep it enabled when adjusting fan speed, you may disable forcible Zero RPM override with power oriented switch in application configuration file
· Now MSI Afterburner is displaying the minimum allowed fan speed in software fan curve editor window on Overdrive 8 capable AMD GPUs. The latest AMD drivers will not allow you to set fan speed below this limit, that’s by design of driver
· AMD ADL components are loaded by absolute path now to prevent possible DLL hijacking
· Unlocked old alternate clock monitoring functionality from original RivaTuner era. Power users may switch to PLL clock monitoring mode instead of default target clock monitoring mode on NVIDIA GPUs
· Tightened IO driver access policy, the driver can no longer be accessed by users with no administrative rights
· RivaTuner Statistics Server has been upgraded to v7.3.0. This version introduces plugins architecture and brand new visual overlay editor plugin, we strongly recommend you to try it if you’re advanced user and want to customize your OSD beyond the possibilities of MSI Afterburner’s internal OSD layout editor

ესეც გადმოსაწერი ლინკი: https://www.guru3d.com/files-get/msi-afterburner-beta-download,36.html ლინკები არეულია და სხვა სახელებია ჩასმული მაგრამ რეალურათ მაგ ბოლო ვერსიას იწერს რომ დააყენებ

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ფერს ვერ ვცვლი, უფრო სწორად ვცვლი მაგრამ რეაგირება არ აქვს, რა ხანია ყავისფრად დგას, ადარა მწვანე მინდა, რა ჭირი უნდა ვერ მივხვდი :D 

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 RTSS 7.3.1 ფინალური ბილდი გამოვიდა შემდეგი ცვლილებებით:

It includes slightly modified profiles architicture, which allows me to block hooking for UWP version of some executable but at the same time unblock it for Win32 version of it. Modified Forza Horizon 4 profile is now unlocking hooking and OSD for Steam version of this game, but keeps it locked for MS Store UWP version of FH4. It also includes built-in OSD profile for Ghost Recon : Wildlands to address OSD flickering issue mentioned a few posts above and the same profile for MSFS 2020.

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup731Build24485.zip

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  • 2 weeks later...

MSI Afterburner 4.6.4 beta 1 გამოვიდა შემდეგი ფიქსებით:

6700XT sales start today so we provide minor update for MSI AB, which adds 6700XT device ID to the database and unlocks voltage control slider on it. It also bundles RTSS 7.3.1 and addresses issue with memory temperature sensor on AMD RADEON 5700 series graphics cards, which was lost in the previous version (reported in this thread).

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburner464Beta1Build16074.zip

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  • 2 weeks later...

RTSS 7.3.2 beta 1 გამოვიდა შემდეგი ჩეინჯლოგით:

· Recently introduced Direct3D11 swapchain latching mode is no longer enabled by default, now it is profile based and applied in compatibility profiles only when it is really necessary (e.g. in Microsoft Flight Simulator 2020, which may simultaneously use multiple swapchains). Enabling it globally could cause the On-Screen Display to disappear on <Alt>+<Tab> in some games with bugged renderers, which leak swapchain during display mode switch
· Improved On-Screen Display hypertext formatting implementation:
o Fixed covering extent calculation for layers with embedded objects resized to layer extent
o Improved dynamic tabbing implementation. Dynamic tabulation value is no longer global for whole hypertext, now each layer calculates it independently
o Added sticky layer position tags. Sticky layers are intended for displaying latency markers for luminance sensor based systems similar to LDAT, which are expected to be displayed in a fixed position unaffected by On-Screen Display origin selection
o Improved concept of cursor position placeholder layers. Hypertext is no longer being automatically appended with LF symbol when the last rendered symbol is a backspace. Such approach allows using cursor position placeholder layers to define exact desired position of text output for the next hypertext clients instead of defining position one line above it
· Improved SDK:
o Improved OverlayEditor plugin:
§ Added layers list editor window. You can access it via “Edit list” command in “Layers” menu or via <Ctrl>+<Shift>+<L> keyboard shortcut to adjust layers Z-order visually with drag and drop or select desired layer
§ Added <Apply> button to <Layer properties> window. Now you can test your changes without closing the properties
§ Added sticky layer position options to <Layer properties> window
§ Added %Date% macro for embedding system date into hypertext
§ Decreased timer resolution to improve editor’s framepacing
o Improved RTSSSharedMemorySample plugin:
§ Fixed plugin crash on the systems with more than 8 logical processors
§ Now the sample demonstrates new sticky layer position tags usage
· Added new “latency marker” rendering mode for FCAT overlay. New mode is aimed to be used in conjunction with third party luminance sensor based input latency monitoring systems similar to LDAT. In this mode RivaTuner Statistics Server displays color latency event markers reflecting current input state when keyboard or mouse buttons are pressed or released. In this mode RivaTuner Statistics Server additionally stores high precision latency marker registration and latency marker presentation timestamps into shared memory and provides the timestamps to client applications. Client applications may use this data as a backend for input latency calculation in conjunction with additional data they receive from luminance sensor

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup732Beta1Build24647.zip

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  • 2 weeks later...

MSI Afterburner 4.6.4 beta 2 გამოვიდა შემდეგი ფიქსებით:

o Added experimental support for Intel 11th generation CPUs
o Added experimental support for mobile AMD Ryzen CPUs
o Increased memory overclocking limit for NVIDIA GeForce RTX 30x0 series graphics cards
o RivaTuner Statistics Server has been upgraded to v7.3.2:

o Added new <RES> hypertext tag, allowing displaying framebuffer resolution in On-Screen Display
o Added new <ARCH> hypertext tag, allowing displaying application architecture info (x64 or UWP) in On-Screen Display
o Added new <API> hypertext tag, allowing displaying application 3D API info in On-Screen Display. This tag is quite similar to <APP> tag, but unlike existing tag it displays full 3D API name instead of abbreviated one (e.g. OpenGL instead of OGL)
o Added new <TIME=format_string> hypertext tag, allowing displaying custom formatted system date/time in On-Screen Display. Please take a note that format string is not validated due to performance reasons, so it is up to client to perform the validation
o Slightly altered geometry batching implementation in On-Screen Display renderer. Previously RivaTuner Statistics Server internally represented On-Screen Display contents as a few uber batches, containing all On-Screen Display geometry grouped by primitive type (for example, the first batch containing triangles representing all On-Screen Display symbols, solid color bars, and embedded images and the second batch containing all lines used to render all graphs). Such batching provides optimal rendering performance and minimizes draw calls count and rendering pipeline state changes. With such implementation it was possible to render On-Screen Display contents in expected Z-order for the same type of graphics primitives (e.g. for text, images or solid color bars), but line primitives were always rendered on top of everything. New altered geometry batching implementation allows splitting uber batches on smaller batches, so it is now possible to render both lines and triangle primitives in expected Z-order. Please take a note that batches splitting mode is enabled by default, but power users may enable old uber batch rendering mode at profile level if necessary

ესეც გადმოსაწერი ლინკი: https://www.guru3d.com/files-get/msi-afterburner-beta-download,37.html

 

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  • 1 month later...

MSI Afterburner 4.6.4 beta 3 გამოვიდა შემდეგი ჩეინჯლოგით:

New MSI Afterburner 4.6.4 Beta 3 is around the corner. I rarely say that, but this build is useless for 99% of application users, the main reason behind releasing Beta 3 it is politics. MSI forced us to release new version urgently out of schedule because of China/Taiwan tension, the company wanted to remove China/Taiwan flags next to Traditional/Simplified Chinese languages listed in MSI Afterburner GUI. I tried to defend the flags for the rest languages, but the company insists on removing them all because of this tension. So my deep apologies goes to third party localization creators, who created Dutch, French, Indonesian, Italian, Japanese, Korean, Polish, Spanish, Turkish and Ukrainian language localizations for MSI Afterburner. I understand that national pride and feelings of each of you may be hurt after seeing your country flag removed from your localization pack. It is not my choice, I did everything to defend and leave your flags inside application GUI.

ლოლ ეს რა არის პოლიტიკა ჩარევია მაგ ბეტას გამოშვებაში, ნუ აიძულეს ეგ რუსი დეველოპერი დროშები მოეცილებინა სხვადასხვა ქვეყნების, ჩინური-ტაივანური კონფლიქტის გამოო ვითომ, რას გაიგებ,  ესეც გადმოსაწერი ლინკი:

https://www.guru3d.com/files-get/msi-afterburner-beta-download,37.html

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  • 4 months later...

RTSS 7.3.2 beta 3 გამოვიდა შემდეგი ჩეინჯლოგით:

Fixed Windows XP/Vista compatibility regression, introduced in the previous version due to adding Windows 7+ specific in-process RAM usage performance counters
- Added runtime validation of time format string for <TIME> hypertext tag
- Added dynamic color formulas support for <C> hypertext tag
- Hypertext buffer size has been extended to 32KB
- Improved color picker API. Now client plugins can use extended version of color picker dialog with “>>” (Next) button and use new API function for rendering RGBA color preview into the client image buffer
- Improved OverlayEditor plugin. New version of plugin introduces concept of dynamic color attributes, which bring MSI Afterburner’s OSD alarm thresholds feature support natively to the plugin. Any color attribute (e.g. layer text or background color) can be switched to dynamic mode by pressing “>>” button inside the color picker dialog or switched back to static color mode by pressing “<<” button. Dynamic colors can be linked with any data source visible to the plugin, can have up to 5 open or closed value ranges mapped to different colors, can either select fixed color by range or blend colors for nearby ranges allowing implementing smooth gradients for dynamic color changes if necessary
- Improved compatibility with multithreaded Direct3D12 applications, which concurrently create new swapchains while presenting a frame on a swapchain from different thread (e.g. World of Warcraft)
- Added On-Screen Display profiles for Diablo 2 : Resurrected and World of Warcraft
- Updated profiles list

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup732Beta3Build25026.rar

მემორი ლიკეიჯი უპოვია ავტორს მაგ ბოლოში

Important note:
I've just identifed memory leak in the latest RTSS beta, hypertext parser was slowly leaking RAM in context of any 3D application when rendering the overlay with new dynamic color attributes applied to barchart graph (e.g. CPU load graphs in sample overlay incuded in distributive). New beta with the fix will be available shortly, most likely tomorrow. It will also feature new GUI option for enabling/disabling passive waiting for framerate limiter module, like I mentioned a few posts before.

მე ეგ დიდათ არ მეხება და არც ვხმარობ, ამიტომ მაინც დავაყენე, ვინც იყენებ მაგას დაუცადოს ახალ ბეტას, ამ დღეებში დავდებო უკვე

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RTSS 7.3.2 beta 4 ბილდი დაიდო შემდეგი ჩეინჯლოგით:

Full changes list:

o Fixed issue in hypertext parser, which caused memory leak when rendering barchart graphs with new dynamic color attributes applied to it
o Fixed dynamic color attributes calculation for dynamic colors linked with frametime
o Framerate/frametime linked dynamic color attributes are affected by RTSS refresh period settings for framerate/frametime counters now, they no longer update on each frame
o Added framebuffer resolution info to shared memory layout for each running 3D application. This change is required to allow using <RES> hypertext tag in DisplayOverlayHost to display foreground application framebuffer resolution properly. This shared memory layout change will require updating MSI Afterburner to support it. Without the update current MSI AB beta will stop displaying process specific RAM / VRAM performance counters with this upcoming RTSS build. That's expected, MSI AB update will follow shortly after RTSS update too.
o Fixed issue in video capture module, which could cause some 64-bit applications to crash when trying to capture video encoded with external VFW codecs
o Framerate limiter’s passive waiting mode, introduced in the previous version, is no longer power user oriented. Now it is available in GUI under compatibility properties, so you can enable passive waiting if you prefer reduced CPU load and power consumption or disable it if you prefer maximum framepacing precision
o Improved HotkeyHandler plugin:
§ Added workaround for internal DirectInput issue, which could cause hotkey handler to stop processing hotkeys correctly after locking/unlocking PC from keyboard with <Ctrl>+<Alt>+<Del> or <Win>+<L>. To bypass it the plugin is resetting hotkey handler state after lock screen transition now
§ Added optional RawInput based hotkey handler implementation
o Renamed Diablo 2 Resurrected On-Screen Display profile to sync it with retail game executable name change
o Added maximum CPU core load data source to OverlayEditor plugin HAL. Sample overlay is displaying maximum CPU core load history graph under per-core CPU load barchart graphs

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup732Beta4Build25126.rar

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RTSS 7.3.2 beta 5 ბილდი დაიდო შემდეგი ჩეინჯლოგით:

Changes list includes:

· Various compatibility improvements in the hook engine:
o Added hooking support for Microsoft DirectX 12 Agility SDK based Direct3D12 applications (e.g. Halo Infinite insider tech preview and possibly other future Direct3D 12 applications compiled with Agility). New DirectX 12 Agility model assumes that the game can be shipped with a local copy of Direct3D 12 runtimes, which can be newer than your system Direct3D12 runtimes. By default RivaTuner Statistics Server’s hook engine is configured to block injection into any custom Direct3D runtimes located outside OS system folder because such case is typical to Direct3D proxy libraries used in third party game mods, which are frequently fundamentally incompatible with overlays. So hooks were blocked on purpose in such environment, making overlay invisible. Running RivaTuner Statistics Server in such environment also reduced performance due to periodically repeating and failing overlay injection attempts. Previously this could be solved by creating application profile for such game with enabled “Custom Direct3D support” option, which is intended to allow injecting custom Direct3D runtimes located outside system OS folders. New Agility compatible hooking path automatically addresses it in the following way:
§ Simplified form of “Custom Direct3D support” mode is now internally engaged by RivaTuner Statistics Server when Agility SDK based Direct3D12 application is detected. Full “Custom Direct3D support” mode functionality is overabundant and not necessary for Agility case. New Agility compatible hooking path is optional and can be disabled by power users at application profiles level for troubleshooting or performance testing
§ Added retry counter for reinjection attempts, aimed to minimize performance penalty for situations when Agility SDK based Direct3D12 application cannot be injected
§ DXGI swapchain hooks are now suspended during dynamic hook offsets initialization, this change is aimed to reduce risk of incompatibilities caused by enabling “Custom Direct3D support” profile in conjunction with application detection level set to “High” for Agility based Direct3D12 applications
· Added unified Direct3D12 command queue caching based algorithm for handling periodic swapchain recreation in some Blizzard games (e.g. Diablo 2 : Resurrected and World of Warcraft). This makes previosly added On-Screen Display rendering profiles for these games optional, they are no longer mandatory

ბევრი რამე ვუყურებ DX12 და ნაწილობრივ ვინდოუს 11 ეხება იგრებში, ესეც გადმოსაწერი ლინკი:

https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup732Beta5Build25272.rar

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MSI Afterburner 4.6.4 Beta 4 გამოვიდა შემდეგი ჩეინჯლოგით:

MSI Afterburner 4.6.4 (Beta)
Added new NVIDIA GPU to hardware database
Added support for revised shared memory layout, introduced in RivaTuner Statistics Server v7.3.2 beta 4
Minor improvements in tray icon monitoring implementation aimed to prevent monitoring tray icons blurring in high DPI modes
Added workaround for internal DirectInput issue, which could cause hotkey handler to stop processing hotkeys correctly after locking/unlocking PC from keyboard with <Ctrl>+<Alt>+<Del> or <Win>+<L>. To bypass it MSI Afterburner is resetting hotkey handler state after lock screen transition now
RivaTuner Statistics Server has been upgraded to v7.3.2 beta 5
Added voltage control for reference design AMD RADEON RX 6700 XT series graphics cards
Added experimental support for Intel 11th generation CPUs
Added experimental support for mobile AMD Ryzen CPUs
Fixed issue with missing memory temperature sensor on AMD RADEON 5700 / 5700 XT series graphics cards
Increased memory overclocking limit for NVIDIA GeForce RTX 30x0 series graphics cards

ესეც გადმოსაწერი ლინკი: https://www.guru3d.com/files-get/msi-afterburner-beta-download,37.html

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  • 4 weeks later...

RTSS 7.3.2 beta 6 ბილდი დაიდო შემდეგი ჩეინჯლოგით:

- Improved hypertext format:
o Added GUIDs to internal autoscaling cache implementation. GUIDs ensure that autoscaling is not applied to wrong graph when you swicth between different OSD layouts containing different sets of displayed graphs
o Added <GRMIN> and <GRMAX> hypertext tags, aimed to display minimum and maximum limits of the last rendered embedded graph. New tags are intended to be used in conjunction with autoscaling graphs to display their dynamic limits. Please pay attention to hypertext rendering Z order and ensure that you specify the tags after rendering target embedded graph to make them work as expected
o Improved load image <LI> tag format. Now the tag parameter can be wrapped with quotation marks if the filename contains some reserved symbols (round brackets, triangle brackets and comma)
- Improved OverlayEditor plugin:
o Added new %CPUShort% macro. This macro definition is similar to previously existing %CPU% macro, containing compacted CPU branding string, but %CPUShort% additionally strips CPU clock frequency info starting from @ symbol
o Added recent dynamic colors selection panel to dynamic color picker dialog
o Text table specific color attributes are now displayed in recent colors selection panel in color picker dialog
o Text table line name and cell text can use special symbols (e.g. newline \n symbol) now
o Hypertext edit field in layer properties dialog is now multiline, so it is more convenient to work with complex layers (e.g. layers combining multiple embedded objects)
o Fixed issue which could cause skipping some overlay refresh iterations
o Added new keyboard shortcut to overlay editor window. Now you may press <Ctrl>+<Shift>+<M> to apply layout master settings. The same can be done from menu: Layouts -> Edit -> Master settings
o Now all embedded graphs are using buffered update approach instead of asyncronous update for each graph before. This change is aimed to eliminate risk of seeing short flickering when switching between different OSD layouts containing different sets of displayed graphs
o Overlay layout timer is now reininialized properly when switching between different OSD layouts with hotkeys
- Added new "Percentile buffer" option to general properties. New option allows switching between unlimited and rolling ring buffer modes for 1% low and 0.1% low metrics calculation. Unlimited mode is preferred if you manually start benchmarking session with a hotkey. Ring mode can be preferred if you permanently keep the benchmark mode enabled and want to see 1% and 0.1% low metrics reflecting just a few last seconds of gameplay
- Sample overlay layout supplied with the plugin was designed as a technodemo, showing you as many complex overlay creation techniques as it is possible. Now the plugin includes two more built-in overlay layouts, which suit better for everyday usage:
> Classic layout is close to classic native MSI Afterburner's layout. It combines traditional text table based sensors representation with frametime graph and contains the most frequently used and the most useful sensors including process specific ones
> Benchmark layout is entirely focused on framerate/frametime monitoring. It displays autoscaling frametime graph and dynamic distribution of the slowest frames with highlighted 1% zone. Such representation gives better visual demonstration of 1% low framerate to beginners. Dynamic distribution of the slowest frames is also useful when you're altering percentile calculation related options
- Improved scanline sync implementation:
o Now index of target display device for multimonitor systems is also displayed in scanline sync info panel
o SyncDisplay profile switch, which is defining index of target display device for multimonitor systems, can be set to -1 now. In this case target display device will be selected automatically by monitor displaying 3D application's foreground window
- Improved hooking implementation:
o Added debug/compatibility option allowing disabling hook reinjection mode
o Added debug/compatibility option allowing disabling hook integrity control mode and enbling hook entry point relocation
o Changed unconditional injection delay handling approach. Now it overrides conditional trigger module based delay, previously unconditional delay didn't affect cases when conditional delay was triggered
o D3D12 command queue hook is affected by delayed injection now, but the rest D3D12 swap chain creation hooks are still injected immediately and ignore any delays by default
o All hook handlers have been slightly refactored to allow switching between different API hooking implementations
o Added new "Use Microsoft Detours API hooking" option, which is allowing RivaTuner Statistics Server to switch to Microsoft Detours API hooking library instead of own one. This option doesn't help RivaTuner Statistics Server itself, but it may help to fix other third party applications which hook 3D API calls and use vanilla Microsoft Detours for that (e.g. OBS 27.1.0 and higher). So you may try to enable it you're using RivaTuner Statistics Server with some third party overlay or videcapture software and it refuses to work
- D3D12 videocapture queue depth has been increased from 3 to 8 frames. This change is aimed to improve captured videostream smoothness in applications like Forza Horizon 4, which render more than 3 frames ahead
- Application tray icon is DPI aware now
- Application installer is DPI aware now
- Updated built-in profiles list

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-RTSSSetup732Beta6Build25921.rar

მალე ალბათ ფინალური MSI AB 4.6.4 გამოვა ასეთი სკინით:

LNG0wPrl_uc.jpg?size=1089x940&quality=96

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