Latest MSI Afterburner Betas & Updates

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  1. Gramps's Avatar
    Posts : 247
    Win 10
       #691

    Cliff S said:
    Just a little note about Win11 and Afterburner.
    Afterburner and RTSS are working well, the same as unusual, on Win11 so far.
    I just tried them out yesterday on Win 11 and everything is good.
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  2. Geneo's Avatar
    Posts : 1,183
    Windows 11 Pro x64
       #692

    I get the directx hook error in RTSS.
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  3. Cliff S's Avatar
    Posts : 25,995
    Win11 Pro, Win10 Pro N, Win10 Home, Windows 8.1 Pro, Ubuntu
    Thread Starter
       #693

    Unwinder has posted a beta update for RTSS today: MSI AB / RTSS development news thread | Page 160 | guru3D Forums

    Changelog for those wanting to test it
    RTSS 7.3.2 beta 3 Build 25026 is available for download:

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

    A few important notes on range color blending feature for new dynamic colors ("Blend colors" option in "Dynamic color" dialog). Your dynamic color ranges must conform to the following rules to get it working:

    - To get colors blended inside the range, range must be closed (i.e. have both min and max defined). Open ranges (for example the first one and the last ones on my screenshot a couple posts above, mapped to <50% and >100% ranges) always result in selecting fixed color without blending.
    - To get colors blended inside the range, range must not be the last one. The next range must also exist and next range's minimum must be equal to current range maximum. If those conditions are met, current range color will be blended with next range color. Always use color preview slider inside "Dynamic color" window to verify that you defined color blending rule properly.
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  4. Cliff S's Avatar
    Posts : 25,995
    Win11 Pro, Win10 Pro N, Win10 Home, Windows 8.1 Pro, Ubuntu
    Thread Starter
       #694

    RTSS update: MSI AB / RTSS development news thread | Page 161 | guru3D Forums
    RTSS 7.3.2 beta 4 build 25126

    Full changes list:

    o Fixed issue in hypertext parser, which caused memory leak when rendering barchart graphs with new dynamic color attributes applied to it
    o Fixed dynamic color attributes calculation for dynamic colors linked with frametime
    o Framerate/frametime linked dynamic color attributes are affected by RTSS refresh period settings for framerate/frametime counters now, they no longer update on each frame
    o Added framebuffer resolution info to shared memory layout for each running 3D application. This change is required to allow using <RES> hypertext tag in DisplayOverlayHost to display foreground application framebuffer resolution properly. This shared memory layout change will require updating MSI Afterburner to support it. Without the update current MSI AB beta will stop displaying process specific RAM / VRAM performance counters with this upcoming RTSS build. That's expected, MSI AB update will follow shortly after RTSS update too.
    o Fixed issue in video capture module, which could cause some 64-bit applications to crash when trying to capture video encoded with external VFW codecs
    o Framerate limiter’s passive waiting mode, introduced in the previous version, is no longer power user oriented. Now it is available in GUI under compatibility properties, so you can enable passive waiting if you prefer reduced CPU load and power consumption or disable it if you prefer maximum framepacing precision
    o Improved HotkeyHandler plugin:
    § Added workaround for internal DirectInput issue, which could cause hotkey handler to stop processing hotkeys correctly after locking/unlocking PC from keyboard with <Ctrl>+<Alt>+<Del> or <Win>+<L>. To bypass it the plugin is resetting hotkey handler state after lock screen transition now
    § Added optional RawInput based hotkey handler implementation
    o Renamed Diablo 2 Resurrected On-Screen Display profile to sync it with retail game executable name change
    o Added maximum CPU core load data source to OverlayEditor plugin HAL. Sample overlay is displaying maximum CPU core load history graph under per-core CPU load barchart graphs
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  5. Steve C's Avatar
    Posts : 6,926
    Windows 10 Pro 64 bit
       #695

    I tried the latest Gigabyte Aorus utility on my Gigabyte RTX 2060 Super card and it made Windows hang, MSI Afterburner works fine.
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  6. Cliff S's Avatar
    Posts : 25,995
    Win11 Pro, Win10 Pro N, Win10 Home, Windows 8.1 Pro, Ubuntu
    Thread Starter
       #696

    Steve C said:
    I tried the latest Gigabyte Aorus utility on my Gigabyte RTX 2060 Super card and it made Windows hang, MSI Afterburner works fine.
    That's because Unwinder(Alexey) is a graphics card genius
    He has added the ability to support almost all cards, except for some elements with closed source support(licensing I guess) like EVGA's ICX sensor stuff.
    He has even added the ability to add/find voltage control monitoring controllers from other manufacturers cards: Third party Graphics Card hardware database | guru3D Forums which when strictly seen is not necessary as this is an MSI tool, and on my ZOTAC and ROG cards is has worked perfectly, with a much better UI. I only install the other programs for the RGB portion, and when RGB is set, never use the other OC tools at all.
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  7. Cliff S's Avatar
    Posts : 25,995
    Win11 Pro, Win10 Pro N, Win10 Home, Windows 8.1 Pro, Ubuntu
    Thread Starter
       #697

    New update Riva Tuner : RTSS 7.3.2 beta 5 build 25272
    MSI AB / RTSS development news thread | Page 162 | guru3D Forums

    · Various compatibility improvements in the hook engine:
    o Added hooking support for Microsoft DirectX 12 Agility SDK based Direct3D12 applications (e.g. Halo Infinite insider tech preview and possibly other future Direct3D 12 applications compiled with Agility). New DirectX 12 Agility model assumes that the game can be shipped with a local copy of Direct3D 12 runtimes, which can be newer than your system Direct3D12 runtimes. By default RivaTuner Statistics Server’s hook engine is configured to block injection into any custom Direct3D runtimes located outside OS system folder because such case is typical to Direct3D proxy libraries used in third party game mods, which are frequently fundamentally incompatible with overlays. So hooks were blocked on purpose in such environment, making overlay invisible. Running RivaTuner Statistics Server in such environment also reduced performance due to periodically repeating and failing overlay injection attempts. Previously this could be solved by creating application profile for such game with enabled “Custom Direct3D support” option, which is intended to allow injecting custom Direct3D runtimes located outside system OS folders. New Agility compatible hooking path automatically addresses it in the following way:
    § Simplified form of “Custom Direct3D support” mode is now internally engaged by RivaTuner Statistics Server when Agility SDK based Direct3D12 application is detected. Full “Custom Direct3D support” mode functionality is overabundant and not necessary for Agility case. New Agility compatible hooking path is optional and can be disabled by power users at application profiles level for troubleshooting or performance testing
    § Added retry counter for reinjection attempts, aimed to minimize performance penalty for situations when Agility SDK based Direct3D12 application cannot be injected
    § DXGI swapchain hooks are now suspended during dynamic hook offsets initialization, this change is aimed to reduce risk of incompatibilities caused by enabling “Custom Direct3D support” profile in conjunction with application detection level set to “High” for Agility based Direct3D12 applications
    · Added unified Direct3D12 command queue caching based algorithm for handling periodic swapchain recreation in some Blizzard games (e.g. Diablo 2 : Resurrected and World of Warcraft). This makes previosly added On-Screen Display rendering profiles for these games optional, they are no longer mandatory
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  8. Josey Wales's Avatar
    Posts : 25,373
    Windows 11 Pro 22000.282
       #698

    Cliff S said:
    New update Riva Tuner : RTSS 7.3.2 beta 5 build 25272
    MSI AB / RTSS development news thread | Page 162 | guru3D Forums
    MSI Afterburner 4.6.4 Beta 4 Download

    @Cliff S
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  9. Cliff S's Avatar
    Posts : 25,995
    Win11 Pro, Win10 Pro N, Win10 Home, Windows 8.1 Pro, Ubuntu
    Thread Starter
       #699

    Thanks Josey.
    Odd I don't see a post about it in Unwinder's development thread.
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  10. Cliff S's Avatar
    Posts : 25,995
    Win11 Pro, Win10 Pro N, Win10 Home, Windows 8.1 Pro, Ubuntu
    Thread Starter
       #700

    Unwinder has posted a new video on YouTube regarding the overlay in RTSS

    For information about it go to his post here: MSI AB / RTSS development news thread | Page 165 | guru3D Forums

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