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On 2/17/2023 at 11:47 PM, George said:

MSI Afterburner 4.6.5 beta 5 გამოვიდა შემდეგი ჩეინჯლოგით:

- Added total board power monitoring support for AMD RADEON RX 7900 series graphics cards
- Added some future AMD and NVIDIA PCI DeviceIDs to hardware database
- Bundled RTSS has been upgraded to the latest version ( 7.3.4 beta 8 build 27515):

 Added total board power monitoring support for AMD RADEON RX 7900 series graphics cards to internal HAL of OverlayEditor plugin
- D3D1x device selection priority has been changed from ascending to discending to improve compatibility with ReShade 5.6, which creates dummy D3D10 device for D3D11 applications
- Slightly altered CPU base clock estimation implementation inside internal HAL of OverlayEditor plugin
- Slightly altered CPU name packing approach, "13th Gen" pattern is also removed from it for compact CPU name macro
- Now sample overlay layout displays thread usage bars for the first 16 threads instead of the first 8 threads before
- Added new mini overlay layout to OverlayEditor (demonstrated in this post). Please take a note that the second usage displayed in CPU column in this layout is max CPU thread usage, it is handy to detect games bottlenecked by signlethreaded performance

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup734Beta8Build27515.rar

 

წაშლილია სერვერიდან და თუ გაქ ამიტვირთე რა

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RTSS ლინკი დამიდია რომელიც უკვე წაუშლია, მაგრამ MSI აფტერბარნერი მაგ ბოლო RTSS ბილდთან ერთად მუშაობს უკვე https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup465Beta5Build16368.rar ზედა ლინკსაც განვაახლებ, აა მივხდი ეხლა რაც ხდება, მარტო გურუ3დ-ის ფორუმიდან გაწერინებს, აი ლინკი და გადმოგაწერინებს მაქედან https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-194 მანდ დააკლიკე და უკვე იწერს 

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RTSS 7.3.4 Beta 9 ბილდი გამოვიდა შემდეგი ჩეინჯლოგით:

- D3D1x device selection priority, which was changed from ascending to discending to improve compatibility with ReShade 5.6 in the previous beta, is now optional and can be selected by power users. Those who don't use ReShade may switch back to old ascending priority for testing and troubleshooting if necessary.
- I've noticed that mini overlay layout introduced in the previous version wrongly used dynamic CPU/GPU temperature based colors for displayed CPU/GPU clock items. It is fixed, those items use static colors as intended now.
- Added profile for VK Play version of Atomic Heart aimed to force hooking and unlock overlay rendering in this version of the game
- Added 64-bit VK Play overlay library to the list of trigger modules for delayed injection engine
- Altered environment variable based compatibility manifesting mechanism. Initially the mechanism was intended to allow game developers to disable RTSS ovelay support at game level in case of detecting some fundamental incompatibilties, however due to some weird reason it was globally used inside recent versions of VK Play game launcher to lock overlay support in any games launched by it. Such usage pattern is now detected and no longer allowed, now compatibility manifesting mechanism is ignoring VK Play game launcher's attempts to use it to disable hooking

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup734Beta9Build27524.rar ისევ ბრაუზერიდან თუ არ გადმოწერა პირდაპირ ფორუმიდან შეიძლება გადმოწერა მაგ ახალი ბილდის

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  • 2 weeks later...

RTSS 7.3.4 Beta 10 ბილდი გამოვიდა შემდეგი ჩეინჯლოგით:

- Bundled DesktopOverlayHost tool has been upgraded to v1.3.0. New version provides multiple changes and new features aimed to improve DesktopOverlayHost usability in multimonitor environment in general and in specific case of multimonitor environment when secondary mini-display is mounted inside the PC case and used to display RTSS overlay with DesktopOverlayHost.
- Slightly reorganized DesktopOverlayHost properties window, "Start with windows" option is moved there from tray icon context menu.
- Direct3D11 rendering backend is selected by default now
- Now you may use tray icon menu to move the window to any display and maximize it there. So all window location adjustments are done on primary display, which is expecially convenient when using DesktopOverlayHost with mini-display mounted inside the PC case
- Now you may use '1'...'0' keys when DesktopOverlayHost window is focused to move it to displays 1..10 or 'W' to maximize it
- Properties of DesktopOverlayHost window are also displayed on the primary display now, if you invoke the properties from application tray icon
- Added new "Lock multimonitor window position option" to advanced properties. When this option is enabled DesktopOverlayHost locks the window position, tracks display mode change events and patches monitor relative position on monitor coordinate space changes. This allows keeping overlay displayed in expected position on the secondary monitor even when fullscreen game changes the primary monitor resolution (which may cause changes in secondary monitor coordinate spaces and may cause the windows displayed there to be moved without such special locking feature)
- Added new "Show window always on top" option to properties window
- Added new "Suspend rendering in idle" option to properties window. You may enable it to save some power when DesktopOverlayHost is displaying overlay on desktop and no other 3D applications are running. When new option is enabled, DesktopOverlayHost will reduce its' own framerate to 1 FPS in idle (i.e. when no other 3D applications are running or when DesktopOverlayHost is a foreground application) but restore the full 30 FPS framerate when you launch some 3D application and switch to it
- It is no longer possible to launch multiple instances of DesktopOverlayHost. Now it will display properties of running application instance on attempt to launch the secondary instance of DesktopOverlayHost
- Now DesktopOverlayHost's executable file is located in the root of RTSS installation folder, it is digitally signed and intaller adds shortcut to it to start menu. Please keep it and mind and ensure that you launch correct version of DesktopOverlayHost if you update RTSS without uninstalling the previous version, because in this case two copies of DesktopOverlayHost will be located inside your RTSS subfolders
- High application detection level is now restricted for ForzaHorizon 5 via built-in application profile. More details on this issue in this post

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup734Beta10Build27526.rar

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  • 2 weeks later...

RTSS 7.3.4 Beta 11 ბილდი გამოვიდა შემდეგი ჩეინჯლოგით:

 RTSS OpenGL overlay renderer got optional offscreen overlay rendering mode support. That's not something required for OpenGL games, but offscreen overlay rendering mode is mandatory for DesktopOverlayHost when you enable "Scale overlay to fit entire window" option there. So now this scaling option will also work in DesktopOverlayHost when you select OpenGL rendering backend there.
- Now all changes you do inside DesktopOverlayHost’s properties are being applied to main window in real time, so you no longer need to close the properties when adjusting transparency or chroma key to see the result
- DesktopOverlayHost's color picker dialog is now also displayed on the primary display if you invoke application properties from tray icon menu
- Now you may use <Ctrl> + '1'...'0' keys when DesktopOverlayHost window is focused to resize window to display 1..10 resolution
- Added On-Screen Display profile for Don’t Starve Together

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup734Beta11Build27560.rar

ხო RTSS 7.3.4 ფინალური ბილდი სულ მალე გამოვაო უზარმაზარი ჩეინჯლოგით, შეიძლება ეგ ბოლო ბეტა ბილდიც იყოსო ფინალურამდე უკვე, ალბათ აფტერბარნერის ბილდსაც გაანახლებს მაგის შემდეგ

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  • 3 weeks later...

RTSS 7.3.4 ფინალური ბილდი გამოვიდა უზარმაზარი ჩეინჯლოგით:

Version 7.3.4
Improved hook engine:
Added WinUI3 runtime libraries to injection ignore triggers list
Added 64-bit VK Play overlay library to the list of trigger modules for delayed injection engine
Now injection ignore triggers list can specify modules, dynamically loaded by hooked application during runtime. This feature can be used to the exclude applications using delayed load of WPF/WinUI3 runtimes (e.g. Microsoft Power Toys)
Altered environment variable based compatibility manifesting mechanism. Initially the mechanism was intended to allow game developers to disable RTSS overlay support at game level in case of detecting some fundamental incompatibilities, however due to some weird reason it was globally used inside recent versions of VK Play game launcher to lock overlay support in any games launched by it. Such usage pattern is now detected and no longer allowed, now compatibility manifesting mechanism is ignoring VK Play game launcher's attempts to use it to disable hooking
Various compatibility improvements:
Various Direct3D12 overlay renderer cleanups for both D3D11on12 and native Direct3D12 rendering implementations aimed to improve compatibility with Direct3D12 debug layer. Please take a note that default D3D11on12 based Direct3D12 overlay renderer is now compatible with debug layer as is, but optional native Direct3D12 overlay renderer hooks retail command queue only by default due to performance reasons, and debug layer expects wrapped debug command queue to be used by Direct3D12 application during debugging. So debug layer will throw OUT_OF_ORDER_TRACKED_WORKLOAD_PAIR exception if you try to use overlay configured to use native Direct3D12 renderer. If you absolutely need to debug your Direct3D12 application with RivaTuner Statistics Server overlay  enabled in such environment, you may get rid of this debug layer exception with HookDirect3D12DebugLayer profile switch, which will enable wrapped debug command queue hooking
Improved compatibility with applications using multiple in-game overlays (e.g. both Steam and Epic Games Overlay) and using late injection for one of them (e.g. Rogue Company, which is injecting Steam overlay hooks at startup but using late Epic Games Overlay hooks injection during matchmaking)
Slightly reworked Epic Games Overlay compatibility strategy. Now RivaTuner Statistics Server disables IDXGISwapChain1::Present1 hooking when Epic Games Overlay hook module is detected instead of ignoring nested IDXGISwapChain1::Present1 -> IDXGISwapChain::Present hook calls. Compatibility strategy is disabled by default now, considering that it was recently patched from Epic Games Overlay side
Improved compatibility with Direct3D12 applications using multiple Direct3D12 swapchains (e.g. Prepar3D v5, which is using separate swapchains for main game window and vehicle select window)
Improved compatibility with Direct3D9 applications, which never use Direct3D9 device’s implicit swapchain and present frames from additional swapchain only (e.g. Brawlhalla or Don’t Starve Together)
Improved compatibility with OpenGL3+ applications, using overly restrictive debug checks in retail products and stopping rendering on any OpenGL errors (e.g. Defold Editor). Now RivaTuner Statistics Server uses different strategy instead of internal error interception for overlay renderer fallback from in-context rendering to separate context rendering
OpenGL pixel unpack alignment state is now restored properly by OpenGL overlay renderer to improve compatibility with   old builds of Ryujinx
Improved compatibility with Vulkan applications, using multiple coexisting swapchains (e.g. Godot v4 editor)
Bumped version inside Vulkan layer manifest to improve compatibility with some Vulkan 1.2+ applicaitons (e.g. Ryujinx)
D3D1x device selection priority has been changed from ascending to discending to improve compatibility with ReShade 5.6, which creates dummy D3D10 device for D3D11 applications. Power users may select the previous ascending selection priority via profile if necessary
Improved compatibility with Vulkan applications, creating multiple dummy Vulkan devices on different GPUs during startup (e.g. Far Cry 3 with DXVK mod)
Frametime counter in shared memory is now buffered and it no longer updates dynamically during presenting the frame. Buffering is implemented to protect the counter from being asynchronously accessed by third party monitoring clients and prevent such client applications from reading incomplete frame timings
High application detection level is now restricted for Forza Horizon 5 via built-in application profile
Added power user oriented config file switch, allowing displaying 3D API (either abbreviated or full) in framerate counter displayed by "Show own statistics" option
Added new ScaleToFit application profile property. The property is intended to enable alternate offscreen overlay rendering mode and scale it to fit entire 3D application window while keeping original overlay proportions. New property is aimed to simplify the process of resizing overlay displayed via DesktopOverlayHost on small portable USB displays. Please take a note that the only supported form of scaling is stretching. Overlay shrinking is not supported
Added new environment variable based profile override mechanism, which is allowing the processes to override some application specific RTSS profile properties on the fly. New mechanism is aimed to allow DesktopOverlayHost to toggle new ScaleToFit profile property on the fly directly from executable and without physically altering the profile file
Slightly altered Direct3D9 and Direct3D1x blending setups for offscreen rendering mode to make final blending result look identical for offscreen rendering mode in Direct3D9 and Direct3D1x
Added optional power user oriented offscreen overlay rendering mode support for OpenGL applicaitons
Improved hypertext format:
Added new <FC> hypertext tag, allowing displaying total frame counter during benchmarking session
Added new <M> hypertext tag, allowing specifying independent margins for left, top, right and bottom edges of the layer. The tag supports both positive (inner) and negative (outer) margins adjustable in zoomed pixel units. Margins affect layer background fill area and layer content placement, you can use the margins to achieve layer border or shadow effects
Improved image embedding <I> hypertext tag syntax. Added optional tag parameter defining embedded image rotation angle
Improved bar embedding <B> hypertext tag syntax. Added optional tag parameter allowing drawing variable width bar border instead of filling the bar with the solid color
Added new <V> hypertext tag support for defining general purpose variables. Up to 256 general purpose integer variables can be defined in hypertext then referenced later as subsequent tag parameters. Additional "L" or "H" postfixes can be added to variables to extract low or high 16-bit integers from 32-bit integer variables
Improved hypertext parser:
Optimized dynamic colors attributes recalculation in hypertext parser for overlay layouts containing multiple graphs
Added shared memory access timeout to hypertext parser. Timeout is necessary to ensure that multiple simultaneously running 3D applications do not skip overlay updates when they try to access shared memory simultaneously (e.g. when scanline sync is enabled so multiple running 3D applications start rendering overlays synchronously)
Increased size of internal shared text buffer used to render performance profiler's and scanline sync debug info panels.   Previously enabling both performance profiler's and scanline sync debug info panels simultaneously could cause buffer    overflow on the systems with too long monitor name
Added integrated functions support to hypertext syntax. The following integrated functions are currently supported by hypertext parser:
$MAP function is intended for mapping the value ranges, e.g. for mapping [0;60] FPS range to [-90;90] degree rotation angle range in animated gauge indicator
$SPR function is intended for calculating animated sprite coordinates from specified sprite matrix and value range. Function result is packed in single 32-bit integer value, it can be stored to variable and independent coordinate components can be unpacked with previously mentioned "L" and "H" postfixes
Improved covering extent calculation for overlays containing some specific sequences of embedded bars and backspace symbols
Improved scanline sync implementation:
Added scanline sync support for non-native resolutions (e.g. DSR). This feature requires altering negative scanline index interpretation rule, now negative index is treated as offset from maximum visible scanline index instead of treating it as offset from VTotal before. Please keep it in mind and subtract vertical blanking interval from your target scanline index to get it positioned identically to the previous version
Altered <Alt> + framerate limit field clicking functionality. Previously it allowed setting framerate limit to the primary display refresh rate, now it is setting framerate limit to refresh rate of display containing RivaTuner Statistics Server window
Framerate limit is no longer displayed as blank field when using <Alt> + framerate limit field clicking functionality for some periodic refresh rate values, defined with arbitrary non-power-of-10 refresh rate denominator. Such periodic refresh rates are rounded to 3 decimal places
Added synchronous command queue flushing support (enabled by setting SyncFlush to 2) for Direct3D12 applications
Synchronous Vulkan command queue flushing is no longer enabled by default, now it is also engaged only when you explicitly request it by setting SyncFlush to 2
Name of target display device selected by SyncDisplay profile switch is also displayed in scanline sync debug info panel in addition to display device index
Improved OverlayEditor plugin:
Added Intel Arc GPUs support to internal HAL
Added extended temperature monitoring support for NVIDIA GPUs to internal HAL
Added core temperature sensor to internal HAL for legacy Overdrive 7 capable AMD GPUs (Fiji and older)
Added extended CPU temperature, power and clock monitoring support to internal HAL. Those data sources duplicate data provided by MSI Afterburner HAL and additionally provide bus clock, per-CCD temperature monitoring (Zen 2 or newer CPUs) and effective CPU clock monitoring. CPU monitoring functionality is provided by low-level RTCoreMini driver, bundled with the plugin. RTCoreMini is IOCTL compatible stripped down version of MSI Afterburner's RTCore driver, which lacks MMIO access functionality used for low-level GPU access on legacy graphics cards
Added effective core/memory clock sensors for NVIDIA GPUs to internal HAL. Unlike target clock, effective clock takes PLL resolution (e.g. physical clock generation step) and any forms of hardware clock slowdown/throttling (e.g. thermal) into account. Please take a note that in order to reflect throttling, effective clock sensors use averaged PLL clock counters during some period of time, so realtime effective clock changes are expected to be slightly lagged/delayed comparing to instantaneous target clock changes
Added PerfCap mask data source for NVIDIA GPUs. This data source duplicates combination of MSI Afterburner's original binary "Power limit", "Temperature limit", "Voltage limit" and "No load limit" monitoring graphs and allows displaying them natively in OverlayEditor
Added total board power monitoring support for AMD RADEON RX 7900 series graphics cards to internal HAL
Added special stub data source to internal HAL. This data source is not bound to any physical sensor so it doesn't consume any CPU time by polling hardware. You may use stub sources to implement some virtual sensors implemented purely via correction formulas and referencing other data sources only (e.g. total power consumption represented as "CPU power" + "GPU1 power" + fixed_delta)
Updated classic overlay layout, now it also displays VRAM temperature on supported systems
Updated classic and sample layouts to support CPU temperature and power readback from internal HAL
Now sample overlay layout displays thread usage bars for the first 16 threads instead of the first 8 threads before
Added new mini overlay layout. Please take a note that the second usage displayed in CPU column in this layout is max CPU thread usage, it is handy to detect games bottlenecked by signlethreaded performance
Rendering in overlay editor’s window is now paused when you open “Overlay data sources” window to let you to see real idle CPU and GPU sensor readings unaffected by editor’s window background rendering
Added alternate “Framerate history” and “Frametime history” data sources. Those data sources duplicate data provided by MSI Afterburner HAL. Unlike existing realtime “Framerate” and “Frametime” data sources, which are providing per-frame instantaneous framerate/frametime statistics independently for each 3D application, alternate data sources are sampled with overlay layout’s refresh period and reflect averaged framerate and maximum frametime per sampling period similar to MSI Afterburner. Similar to Afterburner, those data sources also cannot reflect independent statistics for multiple simultaneously running 3D applications and apply to foreground 3D application only
Added layer margins adjustment to layer setting dialog. Now you can specify independent margins for left, top, right and bottom edges of the layer and supports both positive (inner) and negative (outer) margins adjustable in zoomed pixel units. Margins affect layer background fill area and layer content placement, you can use the margins to achieve layer     border or shadow effects
Added new xmin, xavg, xmax and swa variables support to data source's correction formulas. Now you may specify these    variables to display minimum, average, maximum or sliding window average smoothed value for a data source if necessary. Please take a note that now you may also associate a hotkey in HotkeyHandler plugin for resetting collected minimum/average/maximum statistics
Now you may hold <Ctrl> while clicking <Add> button in data sources setup window to create a copy of selected data    sources or additionally hold <Shift> to increment instance indices of copied sources if it is available. This feature can be used to simplify the process of cloning of multiple instances of similar data sources, e.g. Windows performance counters based usages for logical processors
CPU usage data sources in internal HAL have been switched to alternate implementation based on  NtQuerySystemInformation(SystemProcessorIdleInformation), because traditional legacy idle time reporting in NtQuerySystemInformation(SystemProcessorPerformanceInformation) is broken in current Windows 11 22H2 builds
Added new Import and Export commands to Layouts menu and *.OVX overlay layout exchange file format support.  Previously to share your overlay layouts with others you needed to pack and distribute all dependent files (e.g. embedded image and external test files for dynamic layers) with your *.OVL file, then user needed to extract those files to local .\Plugins\Client\Overlay folder on his PC. New Import and Export commands are aimed to simplify this process. Export command will create special overlay layout exchange file (OVX), containing OVL and all dependent files (such as embedded image) used in your layout. OVX is the only file you need to share now. Import command will open OVX, extract all required dependent files from it and install them into .\Plugins\Client\Overlay folder
Added settings for specifying fixed rotation angle in static image properties window
Added settings for specifying dynamic rotation angle in animated image properties window. This way you may easily implement animated gauge-styled indicators, e.g. define gauge arrow sprite and make it rotate in desired range depending on input range. Sample overlay layout included in distributive demonstrates this technique with animated framerate gauge indicator
Added settings for displaying layer border in layer properties window
Added SMART attributes monitoring and hard drive temperature monitoring support to internal HAL. The implementation is based on original MSI Afterburner's SMART plugin, but unlike original implementation which supports SMART attributes readback on IDE/SATA drives only, internal HAL's implementation also provides support for SMART attributes reading on NVMe devices (including dual-channel memory/controller temperature monitoring on new Samsung NVMe drives). Please take a note that SMART monitoring is disabled by default due to performance reasons, you may enable it in new internal HAL properties window
Added data provider properties accessible via "..." button next to selected provider in "Add data sources" window. Currently configurable properties are available for internal HAL only, you can enable SMART monitoring or disable low-level IO driver there if necessary
%VRAM% macro is now aligned to closest 0.5GB boundary
Added functions support to correction formula parser. The following functions are currently supported:
Unary format conversion functions int(x) and flt(x)
Unary rounding functions ceil(x), floor(x) and round(x)
Binary comparison functions min(x,y) and max(x,y)
Bit-testing function test(x,mask). You may use such bit-testing function to extract desired bits from bitmask, it is intended to be used in conjunction with new PerfCap mask data source to extract independent performance capping limits from it and display them as independent graphs
Now you may use integer output format specifier “%d” inside data source’s format field
Now hypertext editor field inside layer properties window supports context highlighting for native hypertext tags displaying some text info (e.g. <FR>, <API>, <EXE> etc). Now you may double click such highlighted tag or press "..." button to replace it with other tag or macro via popup macro/tag browser menu
Now hypertext editor field inside layer properties window displays helper popup tag or macro browser menu when you type in <> or %% sequence. This allows you to select desired tag or macro visually from it instead of typing it in manually
Added new "Snap to grid" option to "View" menu. Previously snap to grid mode was used by default, but you could individually position/resize layers in absolute pixels by holding <Shift> during layer movement/resizing. New option is allowing you to disable snap to grid globally. <Shift> key can still be used, but now it inverts global snap to grid mode for individual layers (i.e. it works as before for enabled "Snap to grid" mode and allows enabling snap to grid just for individual layers if global "Snap to grid" option is disabled)
Now you may hold <Ctrl> button pressed in "Overlay data sources" window to show correction formulas used by each data source inside "Values" column
Improved HotkeyHandler plugin:
Added new XOR modifier type to profile modifier hotkeys. You can use XOR modifier to toggle boolean profile     properties
Altered common pictures / videos folders location detection way to minimize warnings triggered by enabled controlled folder access
Added new "Reset statistics" preset to overlay editor's hotkey. You may define such hotkey if you use new xmin, xavg, xmax or xswa variables in correction formulas to display statistics for any data sources and want to reset it
Bundled DesktopOverlayHost tool has been upgraded to v1.3.1. New version provides multiple changes and new features aimed to improve DesktopOverlayHost usability in multimonitor environment in general and in specific case of multimonitor environment when secondary mini-display is mounted inside the PC case and used to display RTSS overlay with DesktopOverlayHost:
Slightly reorganized DesktopOverlayHost properties window, "Start with windows" option was moved to properties from tray icon context menu
Now all changes you do inside the application’s properties are being applied to main window in real time, so you no longer need to close the properties when adjusting transparency or chroma key to see the result
Added optional Direct3D11 and OpenGL renderers, which can be used to bypass known architectural limitations of Direct3D9 desktop overlay renderer. Direct3D11 renderer is selected by default now, but you may select desired renderer in application properties
Added new “Scale overlay to fit entire window” option to application properties. New option is using RTSS profile control API and toggles new ScaleToFit property directly inside DesktopOverlayHost.exe profile. So now you may either render overlay inside DesktopOverlayHost as is, in its' natural size, or enable this new option to scale overlay to fit entire DesktopOverlayHost window area (which can be useful for manual overlay size finetuning if you plan to display DesktopOverlayHost window on small external display). When enable, it scales the overlay to keep original overlay proportions instead of just resizing it to whole window and possibly distorting it. Please keep in mind that only stretching is supported, overlay will be rendered in original size if you try to shrink it
Now you may click top left corner of DesktopOverlayHost borderless window to maximize it. Changing mouse cursor indicates target click area
Now you may use tray icon menu to move the window to any display and maximize it there. So all window location adjustments are done on the primary display, which is especially convenient when using DesktopOverlayHost with mini-display mounted inside the PC case
Now you may use '1'...'0' keys when DesktopOverlayHost window is focused to move it to displays 1..10 or 'W' to maximize it
Now you may use <Ctrl> + '1'...'0' keys when DesktopOverlayHost window is focused to resize window to display 1..10 resolution
Properties of DesktopOverlayHost window are also displayed on the primary display now, if you invoke the properties from application tray icon
Added new "Lock multimonitor window position” option to advanced properties. When this option is enabled DesktopOverlayHost locks the window position, tracks display mode change events and patches monitor relative position on monitor coordinate space changes. This allows keeping overlay displayed in expected position on the secondary monitor even when fullscreen game changes the primary monitor resolution (which may cause changes in secondary monitor coordinate spaces and may cause the windows displayed there to be moved without such special locking feature)
Added new "Show window always on top" option to properties window
Added new "Suspend rendering in idle" option to properties window. You may enable it to save some power when DesktopOverlayHost is displaying overlay on desktop and no other 3D applications are running. When new option is enabled, DesktopOverlayHost will reduce its' own framerate to 1 FPS in idle (i.e. when no other 3D applications are running or when DesktopOverlayHost is a foreground application) but restore the full 30 FPS framerate when you launch some 3D application and switch to it
It is no longer possible to launch multiple instances of DesktopOverlayHost. Now it will display properties of running application instance on attempt to launch the secondary instance of DesktopOverlayHost
Now DesktopOverlayHost's executable file is located in the root of RivaTuner Statistics Server’s installation folder, it is digitally signed and intaller adds shortcut to it to start menu. Please keep it and mind and ensure that you launch correct version of DesktopOverlayHost if you update RivaTuner Statistics Server without uninstalling the previous version, because in this case two copies of DesktopOverlayHost will be located inside your RivaTuner Statistics Server subfolders
Added profile caching system aimed to improve RivaTuner Statistics Server start time
Added process modules list dumping to debug system
Now you may press <F5> in RivaTuner Statistics Server's window to reread currently selected profile, if you modify it manually with some external text editor
Fixed issue causing “Start with Windows” option state to be reset after opening application properties then closing the application
Fixed issue causing overlay font to be invisible in some legacy 16-bit color exclusive fullscreen applications (e.g. Quake 3 : Arena in 16-bit display mode under Windows 10)
Fixed issue causing language icons to be displayed in wrong palette for some languages (German, Portuguese and Ukrainian) in "User Interface" tab
Improved compatibility with third party skins in “Layered with alpha” skin composition mode
Switched to alternate digital signature for hooks DLLs
Added On-Screen Display profile for Prepar3D v5
Added On-Screen Display profile for Brawlhalla
Added On-Screen Display profile for Don’t Starve Together
Added On-Screen Display profile for VK Play version of Atomic Heart
Added On-Screen Display profile for Ryujinx
Added On-Screen Display profile for Overwatch 2
Updated profiles list

ესეც გადმოსაწერი ლინკი: https://www.guru3d.com/files-get/rtss-rivatuner-statistics-server-download,17.html

აფტერბარნერის ახალი ბილდები ცოტა მოგვიანებით დაიდება

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MSI Afterburner 4.6.5 beta 6 გამოვიდა შემდეგი ჩეინჯლოგით:

· Added NVIDIA GeForce RTX 40x0 series graphics cards support
· Added voltage control support for GA103 and GDDR6x based versions of NVIDIA GeForce RTX 3060 Ti
· Added AMD RADEON RX 7900 series graphics cards support
· Added total board power monitoring support for AMD RADEON RX 7900 series graphics cards
· Added some future AMD and NVIDIA GPU PCI DeviceIDs to hardware database
· Added Intel Arc GPUs support to hardware monitoring module. Please take a note that Intel Arc GPUs overclocking and tuning is currently not supported due to Intel hardware control API support limitation to x64 applications only
· Added experimental support for Intel 13th generation CPUs
· Added experimental support for AMD Ryzen 7xxx CPUs
· CPU usage data sources in hardware monitoring module have been switched to alternate implementation based on NtQuerySystemInformation(SystemProcessorIdleInformation), because traditional legacy idle time reporting in NtQuerySystemInformation(SystemProcessorPerformanceInformation) is broken in current Windows 11 22H2 builds
· Added workaround for broken fixed fan speed programming API (Overdrive 5 compatible fallback path) for old Overdrive 7 GCN GPUs on 22.5.2 and newer AMD drivers
· Added config file switch for disabling native reliability voltage control API on NVIDIA GeForce GTX 9x0 series graphics cards and forcing legacy P-state 2.0 voltage control API usage on such hardware. Power users may use this switch to bypass voltage control lock on NVIDIA Maxwell series graphics cards on release 515 and newer drivers families
· Improved correction formula parser with data format conversion, rounding and min/max functions support
· Added OCMailbox based bus clock frequency monitoring for Skylake and newer Intel CPUs. Unlike traditional legacy timestamp clock based bus clock frequency estimations, OCMailbox provides support for overclocked BCLK monirtoring. Please take a note that access to OCMailbox is blocked by design of OS when HVCI is enabled
· Improved SMART.dll monitoring plugin. Added temperature monitoring support for NVMe devices, including the secondary controller temperature for some Samsung NVMe drives
· Default clock frequency limit of voltage/frequency curve editor window has been extended to 3.5GHz. Please take a note that you may still customize the limits via config file if necessary
· Update server location changed to new URL inside update checking system. Old update server location reached EOL
· RivaTuner Statistics Server has been upgraded to v7.3.4:
o New version’s changes list is huge, it includes more than 100 compatibility enhancements, changes and new features. We continue improving OverlayEditor plugin and the most of improvements are related to it, we strongly recommend you to try it if you still use legacy MSI Afterburner’s On-Screen Display output functionality
o New version also includes upgraded DesktopOverlayHost utility, which can be used to display overlay right on your Windows desktop or on small external display mounted inside PC case similar to AIDA64’s SensorPanel

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup465Beta6Build16370.rar

ზედა RTSS 7.3.4 მოყვება მაგაზე უკვე

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  • 2 weeks later...

RTSS 7.3.5 Beta 1  გამოვიდა ამ ერთი ცვლილებით:

The only change in source code is a minor GUI fix for OverlayEditor's keyboard layer position adjustment bug documented in this post

ხო ეგ ახალი ბილდი უკვე VS 2022-ზე არისო შექმნილი, ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup735Beta1Build27564_VS2022.rar

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MSI Afterburner 4.6.5 RC დაიდო სადაც მოაცილეს ბეტა სტატუსი უკვე:

https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup465Build16370.rar დიდი ალბათობით ეგ ბილდი იქნება ფინალური ვერსიაცო მოგვიანებით რომ გამოვა

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MSI Afterburner 4.6.5 ფინალური ბილდიც გამოვიდა დღეს შემდეგი ჩეინჯლოგით:

Added support for NVIDIA GeForce RTX 40x0 series graphics cards
Added voltage control support for GA103 and GDDR6x based versions of NVIDIA GeForce RTX 3060 Ti
Added support for AMD RADEON RX 7900 series graphics cards
Added total board power monitoring support for AMD RADEON RX 7900 series graphics cards
Added some future AMD and NVIDIA GPU PCI DeviceIDs to hardware database
Added support for Intel Arc GPUs to hardware monitoring module (overclocking and tuning not supported yet)
Added experimental support for Intel 13th generation CPUs and AMD Ryzen 7xxx CPUs
Improved CPU usage data sources in hardware monitoring module
Added workaround for broken fixed fan speed programming API for old Overdrive 7 GCN GPUs on 22.5.2 and newer AMD drivers
Added config file switch for disabling native reliability voltage control API on NVIDIA GeForce GTX 9x0 series graphics cards
Improved correction formula parser with data format conversion, rounding and min/max functions support
Added OCMailbox based bus clock frequency monitoring for Skylake and newer Intel CPUs
Improved SMART.dll monitoring plugin with temperature monitoring support for NVMe devices
Default clock frequency limit of voltage/frequency curve editor window extended to 3.5GHz
Update server location changed to new URL inside update checking system
RivaTuner Statistics Server upgraded to v7.3.4 with more than 100 compatibility enhancements, changes and new features, including improved OverlayEditor plugin and upgraded DesktopOverlayHost utility.

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

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RTSS 7.3.5 beta 2 გამოვიდა შემდეგი ჩეინჯლოგით:

- Now the installer uses web setup to deploy VC++ 2022 runtimes, so installation process can take some extra time due to downloading x86 and x64 runtimes on the fly. VCRedistWebSetup is located inside .\Redist folder, downloaded VC++ 2022 runtimes and download/installation log are also located in this folder. You may reuse VCRedistWebSetup to deploy older versions of VC++ distributives if necessary. Please take a note that .\Redist folder also contains VCRedistDeploy.bat, allowing you to re-deploy required VC++ 2022 x64/32 redistributables later (in case you initially used offline installation).
- 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.
- Altered DPI awareness settings for DesktopOverlayHost to make it to behave as expected by design (migration to VS2022 related).
- 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.
- Now OverlayEditor supports saving overlay layouts to or loading overlay lauoyts 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. More details on this change are available here.
- 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 instering <F> tag.
- Image loading <LI> hypertext tag handler has been improved to allow loading embedded images from external folders.
- Now RTSS 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.

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup735Beta2Buils27565_VS2022.rar

აგრეთვე დაიდო პირველი MSi AB 4.6.6 ბეტა ბილდიც VS2022-ზე https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup466Beta1Build16371.rar მანდ დამატებითი ცვლილებები არაა დიდათ დამატებული, უბრალოთ ყველაფერი VS2022-ზე გადავიდა უკვე, ხო მაგ ბოლო ბილდში უკვე მოყვება RTSS მეორე ბეტა, ცალკე გადმოწერა აღარაა საჭირო ცალ-ცალკე

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  • 4 months later...

RTSS 7.3.5 beta 3 გამოვიდა https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup735Beta3Build27699_VS2022.rar

The major features of this build (programmable conditional layers and PresentMon data provider) were documented in the previous posts

https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-205#post-6157312

https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-206#post-6159952

დიდი პოსტია და ბარემ მანდვე შეიძლება ნახვა ვისაც აინტერესებს

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დაგვიანებით დაიდო მაგ ბოლო RTSS 7.3.5 beta 3 ბილდის სრული ჩეინჯლოგიც:

- Fixed VS2022 compiler related issue, which caused crash during encoding video with NVENC or NV12 encoders in 64-bit applications. More details in this post.
- Fixed issue in asyncronous 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.
- Added conditional layers support to OverlayEditor plugin. More details in these posts: #1, #2.
- Fixed status bar panes and hypertext debugger panel rendering in OverlayEditor for high DPI scaling modes.
- 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.
- 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.
- OverlayEditor's %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.
- 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
- Added On-Screen Display profile for The Texas Chainsaw Massacre and common techniqie aimed to improve stability in future applications using similar behaviors.
- Added PresentMon data provider to OverlayEditor. More details in these posts: #1, #2.
- 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 depenent 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 differrent 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.
- 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. More details in these posts: #1, #2, #3 and #4.
- Seriously revamped German localization by @Klaus Grosser. The next beta of MSI Afterburner will also contain revamped German localization updated by him
- Added experimental support for "Beta : Use Unicode UTF-8 for global language support" option enabled in administrative regional OS serttings. Now each localization descripton file contains addtional "Codepage" fileld, defining runtime ANSI to UTF8 conversion rule for selected language pack
- Added target process filtering support for debug logging system
- Updated profiles list

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RTSS 7.3.5 beta 4 გამოვიდა შემდეგი ჩეინჯლოგით და ცვლილებებით:

There are no changes inside RTSS core, it is exactly the same binary as the previous beta, I just incremented build number to differentiate the versions. All changes are localized in OverlayEditor plugin and PresentMonDataProvider.exe/DesktopOverlayHost.exe:

- OverlayEditor plugin got support for asynchronous polling rate for PresentMon data sources. More details in this post.
- PresentMonDataProvider.exe got optional support for streaming PresentMon's statistics from console PresentMon (if you dislike the idea of installing additional Intel's PresentMonService.exe). More details in this post.
- DesktopOverlayHost.exe got additional helper DesktopOverlayHostLoader.exe, which allows new UIAccess implementation to be autostarted with Windows. More details in these posts: #1, #2.

ეს ფიშკა დაემატა კიდე https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-209

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup735Beta4Build27700_VS2022.rar

 

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RTSS 7.3.5 beta 5 დაიდო ამჯერათ გურუ3დ-ის საიტზე უზარმაზარი ჩეინჯლოგით:

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
Updated profiles list

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

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  • 5 weeks later...

 

 

 

nvidia-reflex-latency-pipeline-with-over

ბოლო ფიშკები რაც დაემატა მაგ ბოლო ბილდებზე

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  • 2 months later...

RTSS 7.3.5 beta 6 ბილდი გამოვიდა შემდეგი დიდი ჩეინჯლოგით:

- Improved hypertext format:
o Added new rendering style for embedded graph objects - bar range graphs. New style is the subset of previously existing barchart, but it is aimed to visualize the range instead of a single value. Please take a note that bar range graphs cannot be attached to arbitrary data sources, it requires specifically encoded data sources containing both min and max range limits packed inside each data sample. Currently NVIDIA reflex timespan data sources group (see below) are the only ones using such packed data format, compatible with bar range graphs.
- Added new framerate limiting mode : NVIDIA Reflex mode. In this mode RivaTuner Statistics Server completely disables its own precise framepacing implementation and uses NVIDIA's own framerate limiter instead. This mode is mainly intended to be used in conjunction with DLSS Frame Generation, which is generally not compatible with any third party framerate limiters. However you can also use this mode in the games with no native NVIDIA Reflex support, because enabling NVIDIA Reflex framerate limiter in such titles will also enable Reflex low-latency mode as a side effect. Please take a note that NVIDIA Reflex framerate limiting mode is currently supported on NVIDIA GPUs and in Direct3D11/Direct3D12 applications only. If you try to enable it on unsupported hardware on in unsupported applications, RivaTuner Statistics Server will fall back to default async framerate limiting mode.
- Added NVIDIA Reflex latency markers monitoring for Direct3D11/Direct3D12 applications with native NVIDIA Reflex support. Reflex latency markers are embedded into the games as a part of NVIDIA Reflex technology integration process. The markers are allowing game developers and NVIDIA Reflex software infrastructure to track precise timings of different stages of rendering pipeline and estimate the effect of enabling Reflex low-laterncy mode. Now such markers can be also analyzed via RivaTuner Statistics Server. Furthermore, RivaTuner Statistics Server also exports raw NVIDIA Reflex latency markers as is via shared memory to third party client applications (e.g. HwInfo, AIDA64 or CapFrameX), so such applications also get easy access to Reflex latency markers and can visualize them or calculate additional statistics based on raw markers.
- Added NVIDIA Reflex latency markers injection for Direct3D11/Direct3D12 applications with no NVIDIA Reflex support. Please take a note that injected simulation related latency markers can be inaccurate if the game is not starting simulating world in render thread immediately after presenting the previous frame.
- Added ID3D11DeviceContext::ClearRenderTargetView hook for render submission start related NVIDIA Reflex laterncy markers injection in Direct3D11 applications.
- ID3D12CommanQueue::ExecuteCommandLists hook is now always active and used for render submission start related NVIDIA Reflex laterncy markers injection in Direct3D12 applications. Now this hook forcibly uses Detours injection mode to improve concurrent command queue hooking reliability.
- A few improvements in delayed injection implementation, aimed to minmize cases when delayed injection needs to wait for keyboard or mouse input event to be triggered:
o Now delayed injection events are excluded from filtering by minimum allowed reinjection interval
o Now delayed injection events are invoked by dummy window creation instead of posting dummy system message
o Added EOSSDK-Win64-Shipping.dll to the list of delayed injection trigger modules to enable delayed injection for the games compiled with Epic SDK, but using delayed loading of Epic overlay hook module
o Improved IgnoreDXGIInterop profile entry functionality. Previously this entry was used to ignore interoperability DXGI flips in OpenGL/Vulkan presentation environment, now it can be set to 2 to achieve opposite effect: ignore OpenGL/Vulkan presentation and favor DXGI instead. Such mode can be used if you prefer to use Direct3D overlay rendering implementation in native OpenGL/Vulkan applications using OpenGL/Vulkan<->DXGI interoperability. Currently RivaTuner Statistics Server enables such mode via application profile for NvRemixBridge.exe only to address native Vulkan renderer's incompatibility with NVIDIA's Vulkan Frame Generation implementation in Portal Prelude RTX
o Slightly optimized the process of ignoring interoperability DXGI flips in OpenGL/Vulkan presentation environment. Previously DXGI flips were ignored after rendering the first overlay frame on interop DXGI swapchain, now Direct3D overlay renderer is not initialized in such environment at all
o Added late initialization of bootstrapped objects aimed to improve Vulkan hooking reliability in the applications dynamically loading vulkan-1.dll (e.g. Ryujinx or Rage 2) on the systems with multiple installed third party Vulkan layers
- Improved OverlayEditor.dll plugin:
o Now you can use the layer's refresh period setting to slow down layer updates. Initially this setting was intended for speeding up layer updates only, when you were rendering timer driven sprite animations there
o Added "NVIDIA Reflex XXX timespan" and "NVIDIA Reflex XXX latency" groups of data sources, based on NVIDIA Reflex latency markers. Timespan sources contain packed ranges for independent stages of rendering pipeline, normalized relatively to the rest stages. Latency sources contain absolute times of each stage. All new sources are internal, which means that they are always available and you don't need to add them to data sources list prior to referencing them to your overlay layouts. Please take a note that timespan sources contain specifically packed ranges, which are designed to be used with new bar range graphs.
o Added Reflex.ovl overlay layout. This layout demonstrates the usage of "NVIDIA Reflex XXX timespan" and "NVIDIA Reflex XXX latency" groups of data sources and new bar range styled graphs to visualize NVIDIA Reflex latencies in debugger-styled color timebands form.
o Improved bundled PresentMonDataProvider.exe application. Now it supports streaming PresentMon's data from any foreground application instead of relying on RivaTuner Statistics Server's 3D application detection engine.
This mode can be used to get PresentMon's statistics for applications, which restrict third party hooks (e.g. BF 2042, FIFA 23, CS2 or Destiny 2) and cannot be detected by RivaTuner Statistics Server as a 3D process due to hooking restriction. You may add PM_ProcessId environment variable and set it to 1 in your overly layout to enable such foreground application based PresentMon data collection mode.
o Added FrameratePresented and FramerateDisplayed data source to PresentMon data provides. These data sources cam be used as PresentMon based alternative to native framerate counter, when it is not available.
o Added new presentmon_foreground.ovl overlay layout. This layout demonstates new foreground application based PresentMon data collection mode. You may use this layout to display PresentMon's framerate and
frametime in applications like BF 2042, FIFA 23, CS2 or Destiny 2, which do not support RivaTuner Statistics Server's native hook based framerate / frametime monitoring.
o Improved data source statistics access functionality. Previously you could access each data source's statistics via local xmin/xavg/xmax/xswa variables only and such variables couldn't be accessed from other data sources. Such local statistics variables are deprecated since this version, now you can use more robust functions for accessing each data source's statistics:
+ New statmin, statavg, statmax and statstd functions can be used to get global min/avg/max/std statistics for each data source and you can access it from other sources, e.g. you may use statavg("CPU power") + statavg("GPU1 power"))
to calculate average CPU+GPU power consumption. Global statistics is collected during whole OverlayEditor's runtime session for synchronically polled sources only, for frametime and PresentMon's data sources it reflects the last 1024 samples only
+ New swmin, swavg, swmax and swstd functions can be used to get sliding window based min/avg/max/std statistics for each data source, for example you may use swavg("CPU power",  to smooth CPU power consumption graph by calculating average CPU power with sliding window by 8 last sampled CPU power values. Maximum sliding window size is limited by each data source's ring buffer size, it is 512 samples for the most of OverlayEditor's data sources and 1024 for internal frametime and PresentMon's data sources. You may specify sliding window size as 0 to use whole ring buffer
+ New percentile and percentilei functions can be used to calculate classic (linear) and integral percentiles on ring buffer contents, so you can use it to calculate 1%/0.1% low framerates on PresentMon's data or add you own percentile based metrics. New presentmon_foreground.ovl demonstrates new functions usage to display 1%/0.1% low framerates
o Added new hardware VBlank counter based data sources to internal HAL. New data sources provide dynamic refresh rate monitoring functionality for displays connected to NVIDIA GPUs.
o Added new VRR.ovl overlay layout. This layout simulates pixelated look of display's native refresh rate counter and displays it next to application's framerate. You can use it to monitor GSync activity status, analyze LFC behavior specifics of your display etc.
o Fixed plugin crash on attempt to edit data sources referencing variables overridable via environment (cpuvendor, gpuvendor and cpucores).
o Fixed instances enumeration for some performance counters with no localized names in Windows performance counter data provider (e.g. GPU related Windows performance counters).
- Improved framerate limiter customization:
o Default passive waiting threshold has been decreased from 90% to 70%
o Minimum active waiting time limit is no longer hardcoded, it can be customized by power users via profile now
o Added alternate high resolution waitable timer implementation for Windows 10 1803 and later
o Added experimental interleaved passive waiting implementation. In this mode passive waiting can be performed on each N-th frame instead of every frame to tune balance between precision and power consumtion
o Now you may right click framerate limit edit field to display the context menu. The menu allows you to select precise refresh rates of each connected display (so ypu can use it to simplify the process of setting up hybrid scanline sync mode) or select VRR cap calculated as 95% of each connected display's refresh rate. Please take a note that the previous alternate way of setting framerate limiter to precise refresh rate of desired display is still supported too. You may hold <Alt> and click framerate limit edit field to set it to refresh rate of display showing RivaTuner Statistics Server's window
o Added experimental preemptive waiting implementation. Power users may use it in hybrid scanline sync mode in conjunction with front edge sync framerate limiting mode to shift balance between front edge sync (favors tearline stability) and back edge sync (favors latency) mode
- Improved scanline sync customization:
o Now specified framerate limit is automatically multiplied or divided by 2 if you select scanline sync 2x ot x/2 modes when hybrid mode is enabled. So it is no longer necessary to specify double or half refresh rate value as a framerate limit manually for such usage scenario
o Now you may right click scanline sync edit field to display the context menu. The menu allows you to select target display device for scanline synchronization in multimonitor environment. It is no longer necessary to specify it manually via SyncDisplay profile entry
- Fixed issue in RTSS desktop video capture module, which caused some cursor shapes to be captured improperly (e.g. ][ cursor displayed when hovering over edit boxes).
- Various GUI fixes and improvements:
o Height of application profile names in application profiles list is now scaled properly when you adjust skin scaling
o Now RivaTuner Statistics Server reinitializes skin scaling engine on DPI change events to prevent cases when GUI looks cut off in some cases (e.e. after switching between display resolutions with different DPI scaling settings)
- Added On-Screen Display profiles for OpenGL renderers of some console emulators to select framebuffer as On-Screen Display coordinate space
- Updated On-Screen Display profile for Prepar3D v5 to remove WPF runtime modules from injection ignore triggers for this application
- Updated built-in profiles list

 Fixed issue in RTSS desktop video capture module, which caused some cursor shapes to be captured improperly (e.g. ][ cursor displayed when hovering over edit boxes).

- Updated On-Screen Display profile for Prepar3D v5 to remove WPF runtime modules from injection ignore triggers for this application

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup735Beta6Build27993_VS2022.rar

 

 

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  • 3 weeks later...

MSI Afterburner 4.6.6 beta 2 გამოვიდა დეკემბრის ბოლოს შემდეგი ჩეინჯლოგით:

• Added voltage control support for AMD RADEON RX 7800XT series graphics cards
• Added some future NVIDIA GPU PCI DeviceIDs to hardware database
• Now MSI Afterburner reinitializes skin scaling engine on DPI scaling change events to prevent cases when GUI looks cut off in some cases (e.g. after switching between display resolutions with different DPI scaling settings)
• Fixed instances enumeration for some performance counters with no localized names (e.g. GPU related Windows performance counters) in PerfCounter.dll plugin
• 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 Luppert
• RivaTuner Statistics Server has been upgraded to v7.3.5:
o New version’s changes list is huge, it includes more than 90 compatibility enhancements, changes and new features including programmable conditional layers support, PresentMon and NVIDIA Reflex integration

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D.com]-MSIAfterburnerSetup466Beta2Build16374.rar

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RTSS 7.3.5 RC გამოვიდა შემდეგი ჩეინჯლოგით:

- Added exception handling to Reflex latency marker injection to prevent crash on exit in some applications, which try to destroy swap chain while rendering to it from different thread (e.g. Philips Hue Sync).
- Added mobile Ryzen 7xxx CPUs to database
- Parameterless <CASE> hypertext tag is working as expected now and can be used to finalize CASE block
- Fixed Intel IGCL GPU enumeration routine, causing additional ghost GPU to be detected on the systems with multiple Intel GPUs
- Updated PTBR localization
- Updated profiles list

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup735RCBuild27994_VS2022.rar

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RTSS 7.3.5 RC გამოვიდა განახლებული ბილდი კიდე ერთი ფიქსით:

Nailed down one more VS 2022 compiler related GUI issue in HotkeyHandler.dll plugin, which affected all RTSS 7.3.5 betas since migrating to new compiler. HotkeyHandler's video capture properties window ([...] button next to "Video capture" hotkey editor) could randomly crash on opening, if you tried to open/close it multiple times. ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup735RCBuild27995_VS2022.rar

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RTSS 7.3.5 RC გამოვიდა კიდე ერთი ახალი ფიქსით: 

The only change is updated OW2 profile with changes mentioned in https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-217#post-6201234

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup735RCBuild27996_VS2022.rar

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  • 2 weeks later...

RTSS 7.3.5 RC ახალი ბილდი გამოვიდა კიდე შემდეგი ჩეინჯლოგით:

- Added application specific profile for Workers & Resources : Soviet republic.
- Maximum allowed GUI framerate limit has been extended from 480 FPS to 1000 FPS
- Now RTSS forcibly disables Reflex framerate limiter on application shutdown to prevent possible crashes on attempt to exit RTSS during a game runtime when Reflex framerate limiter is enabled
- Added extra synchronization to detours uninstallation implementation to minimize risk of crashing on attempt to exit RTSS during a game runtime when driver level framerate limiter is active and “Use Microsoft Detours API hooking” option is enabled
- Power user oriented NvAPI_D3D_Sleep injection is now forcibly disabled for the games with native Reflex latency markers support
- Removed a few abandoned localizations from distributive

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D.com]-RTSSSetup735RCBuild28000_VS2022.rar

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RTSS 7.3.5 ფინალური ბილდი გამოვიდა უზარმაზარი ჩეინჯლოგით:

Full RTSS 7.3.5 changes list is traditionally huge and it includes the following:

· 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
· Fixed issue in RTSS desktop video capture module, which caused some cursor shapes to be captured improperly (e.g. ][ cursor displayed when hovering over edit boxes)
· Added extra synchronization to detours uninstallation implementation to minimize risk of crashing on attempt to exit RivaTuner Statistics Server during a game runtime when driver level framerate limiter is active and “Use Microsoft Detours API hooking” option is enabled
· Height of application profile names in application profiles list is now scaled properly when you adjust skin scaling ratio
· Now RivaTuner Statistics Server reinitializes skin scaling engine on DPI scaling change events to prevent cases when GUI looks cut off in some cases (e.e. after switching between display resolutions with different DPI scaling settings)
· 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
· A few improvements in delayed injection implementation, aimed to minimize cases when delayed injection needs to wait for keyboard or mouse input event to be triggered:
o Now delayed injection events are excluded from filtering by minimum allowed reinjection interval
o Now delayed injection events are invoked by dummy window creation instead of posting dummy system message
· Added EOSSDK-Win64-Shipping.dll to the list of delayed injection trigger modules to enable delayed injection for the games compiled with Epic SDK, but using delayed loading of Epic overlay hook module
· Improved IgnoreDXGIInterop profile entry functionality. Previously this entry was used to ignore interoperability DXGI flips in OpenGL/Vulkan presentation environment, now it can be set to 2 to achieve opposite effect: ignore OpenGL/Vulkan presentation and favor DXGI instead. Such mode can be used if you prefer to use Direct3D overlay rendering implementation in native OpenGL/Vulkan applications using OpenGL/Vulkan<->DXGI interoperability. Currently RivaTuner Statistics Server enables such mode via application profile for NvRemixBridge.exe only to address native Vulkan renderer's incompatibility with NVIDIA's Vulkan Frame Generation implementation in Portal Prelude RTX
· Slightly optimized the process of ignoring interoperability DXGI flips in OpenGL/Vulkan presentation environment. Previously DXGI flips were ignored after rendering the first overlay frame on interop DXGI swapchain, now Direct3D overlay renderer is not initialized in such environment at all
· Added late initialization of bootstrapped objects aimed to improve Vulkan hooking reliability in the applications dynamically loading vulkan-1.dll (e.g. Ryujinx or Rage 2) on the systems with multiple installed third party Vulkan layers
· Improved hypertext parser:
o Image loading <LI> hypertext tag handler has been improved to allow loading embedded images from external folders
o 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
o Now hypertext parser accepts both ANSI and UTF-8 encoded degree Celsius symbol
o Added new rendering style for embedded graph objects - bar range graphs. New style is the subset of previously existing barchart, but it is aimed to visualize the range instead of a single value. Please take a note that bar range graphs cannot be attached to arbitrary data sources, it requires specifically encoded data sources containing both min and max range limits packed inside each data sample. Currently NVIDIA Reflex timespan data sources group (see below) are the only ones using such packed data format, compatible with bar range graphs
· Added NVIDIA Reflex latency markers support:
o Added NVIDIA Reflex latency markers monitoring for Direct3D11/Direct3D12 applications with native NVIDIA Reflex support. Reflex latency markers are embedded into the games as a part of NVIDIA Reflex technology integration process. The markers are allowing game developers and NVIDIA Reflex software infrastructure to track precise timings of different stages of rendering pipeline and estimate the effect of enabling Reflex low-laterncy mode. Now such markers can be also analyzed via RivaTuner Statistics Server. Furthermore, RivaTuner Statistics Server also exports raw NVIDIA Reflex latency markers as is via shared memory to third party client applications (e.g. HwInfo, AIDA64 or CapFrameX), so such applications also get easy access to Reflex latency markers and can visualize them or calculate additional statistics based on raw markers
o Added NVIDIA Reflex latency markers injection for Direct3D11/Direct3D12 applications with no NVIDIA Reflex support. Please take a note that injected simulation related latency markers can be inaccurate if the game is not starting simulating world in render thread immediately after presenting the previous frame
o Added ID3D11DeviceContext::ClearRenderTargetView hook for render submission start related NVIDIA Reflex latency markers injection in Direct3D11 applications
o ID3D12CommanQueue::ExecuteCommandLists hook is now always active and used for render submission start related NVIDIA Reflex latency markers injection in Direct3D12 applications. Now this hook forcibly uses Detours injection mode to improve concurrent command queue hooking reliability
· Improved framerate limiter:
o Added new framerate limiting mode : NVIDIA Reflex mode. In this mode RivaTuner Statistics Server completely disables its own precise framepacing implementation and uses NVIDIA's own framerate limiter instead. This mode is mainly intended to be used in conjunction with DLSS Frame Generation, which is generally not compatible with any third party framerate limiters. However you can also use this mode in the games with no native NVIDIA Reflex support, because enabling NVIDIA Reflex framerate limiter in such titles will also enable Reflex low-latency mode as a side effect. Please take a note that NVIDIA Reflex framerate limiting mode is currently supported on NVIDIA GPUs and in Direct3D11/Direct3D12 applications only. If you try to enable it on unsupported hardware on in unsupported applications, RivaTuner Statistics Server will fall back to default async framerate limiting mode
o Default passive waiting threshold has been decreased from 90% to 70%
o Minimum active waiting time limit is no longer hardcoded, it can be customized by power users via profile now
o Added alternate high resolution waitable timer implementation for Windows 10 1803 and later
o Added experimental interleaved passive waiting implementation. In this mode passive waiting can be performed on each N-th frame instead of every frame to tune balance between precision and power consumption
o Now you may right click framerate limit edit field to display the context menu. The menu allows you to select precise refresh rates of each connected display (so you can use it to simplify the process of setting up hybrid scanline sync mode) or select VRR cap calculated as 95% of each connected display's refresh rate. Please take a note that the previous alternate way of setting framerate limiter to precise refresh rate of desired display is still supported too. You may hold <Alt> and click framerate limit edit field to set it to refresh rate of display showing RivaTuner Statistics Server's window
o Added experimental preemptive waiting implementation. Power users may use it in hybrid scanline syncmode in conjunction with front edge sync framerate limiting mode to shift balance between front edge sync (favors tearline stability) and back edge sync (favors latency) mode
· Improved scanline sync technology:
o Now specified framerate limit is automatically multiplied or divided by 2 if you select scanline sync 2x or x/2 modes when hybrid mode is enabled. So it is no longer necessary to specify double or half refresh rate value as a framerate limit manually for such usage scenario
o Now you may right click scanline sync edit field to display the context menu. The menu allows you to select target display device for scanline synchronization in multimonitor environment. It is no longer necessary to specify it manually via SyncDisplay profile entry
· Improved OverlayEditor plugin:
o Fixed keyboard based layer position adjustment when “Snap to grid” option is disabled
o 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
o Fixed Intel IGCL GPU enumeration routine, causing additional ghost GPU to be detected on the systems with multiple Intel GPUs
o Fixed status bar panes and hypertext debugger panel rendering for high DPI scaling modes
o Added experimental support for mobile AMD Ryzen 7xxx CPUs
o 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
o 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
o 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
o %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
o Added %GPU2%, %GPU2Full%, %VRAM2%, %Driver2% … %GPUx%... macro names support for multi-GPU systems
o 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

o 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
§ Added presentmon_foreground.ovl overlay layout. This layout demonstrates alternate foreground application based PresentMon data collection mode, controllable via PM_ProcessId environment variable. You may use this layout to display PresentMon's framerate and frametime in applications like BF 2042, FIFA 23, CS2 or Destiny 2, which do not support RivaTuner Statistics Server's native hook based framerate / frametime monitoring
§ 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
o 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)
o 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
o 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
o Added power user oriented config file switch allowing using idle based rendering loop for OverlayEditor’s window instead of default timer based rendering loop
o Now you can use the layer's refresh period setting to slow down layer updates. Initially this setting was intended for speeding up layer updates only, when you were rendering timer driven sprite animations there
o Added "NVIDIA Reflex XXX timespan" and "NVIDIA Reflex XXX latency" groups of data sources, based on NVIDIA Reflex latency markers. Timespan sources contain packed ranges for independent stages of rendering pipeline, normalized relatively to the rest stages. Latency sources contain absolute times of each stage. All new sources are internal, which means that they are always available and you don't need to add them to data sources list prior to referencing them in your overlay layouts. Please take a note that timespan sources contain specifically packed ranges, which are designed to be used with new bar range graphs
o Added Reflex.ovl overlay layout. This layout demonstrates the usage of new "NVIDIA Reflex XXX timespan" and "NVIDIA Reflex XXX latency" groups of data sources and new bar range styled graphs to visualize NVIDIA Reflex latencies in debugger-styled color timebands form
o Improved data source statistics access functionality. Previously you could access each data source's statistics via local xmin/xavg/xmax/xswa variables specified inside the source’s correction formulas only and such variables couldn't be accessed from other data sources. Such local statistics variables are deprecated since this version, now you can use more robust functions for accessing each data source's statistics:
§ New statmin, statavg, statmax and statstd functions can be used to get global min/avg/max/std statistics for each data source and you can access it from other sources, e.g. you may use statavg("CPU power") + statavg("GPU1 power")) to calculate average CPU+GPU power consumption. Global statistics is collected during whole OverlayEditor's runtime session for synchronically polled sources only, for frametime and PresentMon's data sources it reflects the last 1024 samples only
§ New swmin, swavg, swmax and swstd functions can be used to get sliding window based min/avg/max/std statistics for each data source, for example you may use swavg("CPU power",  to smooth CPU power consumption graph by calculating average CPU power with sliding window by 8 last sampled CPU power values. Maximum sliding window size is limited by each data source's ring buffer size, it is 512 samples for the most of OverlayEditor's data sources and 1024 for internal frametime and PresentMon's data sources. You may specify sliding window size as 0 to use whole ring buffer
§ New percentile and percentilei functions can be used to calculate classic (linear) and integral percentiles on ring buffer contents, so you can use it to calculate 1%/0.1% low framerates on PresentMon's data or add you own percentile based metrics. New presentmon_foreground.ovl demonstrates new functions usage to display 1%/0.1% low framerates
o Added new hardware VBlank counter based data sources to internal HAL. New data sources provide dynamic refresh rate monitoring functionality for displays connected to NVIDIA GPUs
o Added new VRR.ovl overlay layout. This layout simulates pixelated look of display's native refresh rate counter and displays it next to the application's framerate. You can use it to monitor GSync activity status, analyze LFC behavior specifics of your display etc
o Fixed instances enumeration for some performance counters with no localized names in Windows performance counter data provider (e.g. GPU related Windows performance counters)
· Improved HotkeyHandler plugin:
o Added asynchronous keyboard status polling interface for interoperability with new OverlayEditor plugin
· Bundled DesktopOverlayHost tool has been upgraded to v1.3.3:
o 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)
o 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
o 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 and Ukrainian localizations
· Removed outdated Spanish and Korean localizations, abandoned by their creators
· 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
· Added On-Screen Display profiles for OpenGL renderers of some console emulators to select framebuffer as On-Screen Display coordinate space for such applications
· Updated On-Screen Display profile for Prepar3D v5 to remove WPF runtime modules from injection ignore triggers for this application
· Updated profiles list

MSI afterburner-ის 4.6.6 beta 3 ბილდიც გამოვიდა 8 თებერვალს შემდეგი ჩეინჯლოგით:

- Fixed Intel IGCL GPU enumeration routine, causing additional ghost GPU to be detected on the systems with multiple Intel GPUs. That's the same fix that was applied to RTSS OverlayEditor's hardware monitoring core before
- Updated PTBR, German and Ukrainian localizations
- RTSS distributive has been upgraded to final 7.3.5

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/afterburner/[Guru3D]-MSIAfterburnerSetup466Beta3Build16831.rar გურუ3დ-ზე მარტო 5 დღის უკან დაუდიათ ეგ ბილდი ისე, მე ფორუმზე ვნახულობ ხოლმე განახლებებს გურუ3დ-ის, მანდ უფრო მალე იდება

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  • 2 weeks later...

RTSS 7.3.5 ფინალური ბილდი გამოვიდა ერთი პატარა ფიქსით:

My code signing certificate is expiring tomorrow, so I have the last day while I can build new version of RTSS signed by it. So, in addition to my previous post, I decided to compile slightly altered 7.3.5 installer with integrated workaround for "Le Mans Ultimate". It just forces MS detours hooking mode for ID3D11DeviceContext::ClearRenderTargetView hook to improve compatibility with this game. The change is tiny so it doesn't deserve even a minor version bump, it will be the same 7.3.5 with incremented build number 28002. But it won't replace final 7.3.5, we'll simply host it here in the forum as hotfix solution for "Le Mans Ultimate" players only.

ესეც გადმოსაწერი ლინკი: https://download-eu2.guru3d.com/rtss/[Guru3D]-RTSSSetup735Build28002.rar მაგ ლემანის თამაშზე გაუმჯობესდაო მხარდაჭერა, სხვა არაფერია შეცვლილი

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  • 3 weeks later...

 

ეგ ვიდეო თვითონ ანვინდერმა დადო გურუ3დ-ის ფორუმზე

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