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MSI Afterburner RTSS 7.3.2 Final released!

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Bobmitch
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2021/11/17 05:47:08 (permalink)
Unwinder did a LOT of changing in this version
 
https://www.guru3d.com/fi...erver-download,17.html
 
Handy Youtube videos showing some cool features:

Version 7.3.2 final

  • Recently introduced Direct3D11 swapchain latching mode is no longer enabled by default, now it is profile based and applied in compatibility profiles only when it is really necessary (e.g. in Microsoft Flight Simulator 2020, which may simultaneously use multiple swapchains). Enabling it globally could cause the On-Screen Display to disappear on <Alt>+<Tab> in some games with bugged renderers, which leak swapchain during display mode switch
  • Fixed Windows XP/Vista compatibility regression, introduced in the previous version due to adding Windows 7+ specific in-process RAM usage performance counters
  • 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
  • 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)
  • 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
  • Various compatibility improvements in the hook engine:
    • 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 debug/compatibility profile switch allowing disabling hook reinjection mode
    • Added debug/compatibility option allowing disabling hook integrity control mode and enabling hook entry point relocation
    • Changed unconditional injection delay handling approach. Now it overrides conditional trigger module based delay,
    • previously unconditional delay didn't affect the cases when conditional delay was triggered
    • D3D12 command queue hook is affected by delayed injection now, but the rest D3D12 swap chain creation hooks are still injected immediately and ignore any delays by default
    • All API hook handlers have been slightly refactored to allow switching between different API hooking implementations
    • Added new "Use Microsoft Detours API hooking" option, which is allowing RivaTuner Statistics Server to switch to Microsoft Detours API hooking library instead of own API hooking engine. This option doesn't help RivaTuner Statistics Server itself,  but it may help to fix other third party applications which also hook 3D API calls and use vanilla Microsoft Detours for that (e.g. OBS 27.1.0 and higher). So you may try to enable it you're using RivaTuner Statistics Server with some third party overlay or videocapture software and it refuses to work
  • 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)
  • Improved On-Screen Display hypertext formatting implementation:
    • Fixed covering extent calculation for layers with embedded objects resized to layer extent
    • Improved dynamic tabbing implementation. Dynamic tabulation value is no longer global for whole hypertext, now each layer calculates it independently
    • Added sticky layer position tags. Sticky layers are intended for displaying latency markers for luminance sensor based systems similar to LDAT, which are expected to be displayed in a fixed position unaffected by On-Screen Display origin selection
    • Improved concept of cursor position placeholder layers. Hypertext is no longer being automatically appended with LF symbol when the last rendered symbol is a backspace. Such approach allows using cursor position placeholder layers to define exact desired position of text output for the next hypertext clients instead of defining position one line above it
    • Added new <RES> hypertext tag, allowing displaying framebuffer resolution in On-Screen Display
    • Added new <ARCH> hypertext tag, allowing displaying application architecture info (x64 or UWP) in On-Screen Display
    • Added new <API> hypertext tag, allowing displaying application 3D API info in On-Screen Display. This tag is quite similar to <APP>  tag, but unlike existing tag it displays full 3D API name instead of abbreviated one (e.g. OpenGL instead of OGL)
    • Added new <TIME=format_string> hypertext tag, allowing displaying custom formatted system date/time in On-Screen Display
    • Added dynamic color formulas support for <C> hypertext tag
    • Added GUIDs to internal graph autoscaling cache implementation. GUIDs ensure that autoscaling is not applied to wrong graph when you switch between different OSD layouts containing different sets of displayed graphs
    • Added new <GRMIN> and <GRMAX> hypertext tags, aimed to display minimum and maximum limits of the last embedded graph. New tags are intended to be used in conjunction with autoscaling graphs to display their dynamic limits. Please pay attention to hypertext rendering Z order and ensure that you specify the tags after rendering target embedded graph to make them work as expected
    • Improved load image <LI> tag format. Now the tag parameter can be wrapped with quotation marks if the filename contains some reserved symbols (round brackets, triangle brackets and comma)
  • Improved SDK:
    • Improved RivaTuner Statistics Server host API:
      • Added helper PickColorEx API function, allowing the plugins to use extended version of host color picker dialog window. Extended version may display “>>” button, allowing the clients to implement some additional color adjustment functionality
      • Added helper GetColorPreview function, allowing the plugins to generate RGBA color preview in client specified image buffer
    • Improved shared memory layout:
      • Now each running 3D application entry contains current framebuffer resolution info. This feature is required to allow displaying foreground application resolution info in DesktopOverlayHost
      • Additional extended 32KB hypertext slot is now available to OSD client applications
    • 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
    • Improved OverlayEditor plugin:
      • Added layers list editor window. You can access it via “Edit list” command in “Layers” menu or via <Ctrl>+<Shift>+<L> keyboard shortcut to adjust layers Z-order visually with drag and drop or select desired layer
      • Added <Apply> button to <Layer properties> window. Now you can test your changes without closing the properties
      • Added sticky layer position options to <Layer properties> window
      • Added %Date% macro for embedding system date into hypertext
      • Added maximum CPU core load data source to HAL. Sample overlay is displaying maximum CPU core load history graph under per-core CPU load barchart graphs
      • Decreased timer resolution to improve editor’s framepacing
      • Introduced concept of dynamic color attributes, which brings 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 mode is reflected by “D” letter displayed on top of color preview box
        • Dynamic colors can be linked with any data source visible to the plugin, can have up to 5 open or closed data source value ranges mapped to different colors
        • Dynamic colors can either select fixed color by range or blend colors for nearby ranges allowing implementing smooth gradients for dynamic color changes if necessary
        • Dynamic colors can be either calculated inside the plugin and applied to formatted hypertext as static color on the fly or you can optionally embed dynamic color formula into the hypertext layer. In this case embedded objects (e.g. graphs) can use this formula to recalculate colors independently for each displayed graph point
      • Added new %CPUShort% macro. This macro definition is similar to previously existing %CPU% macro, containing compacted CPU branding string, but %CPUShort% additionally strips CPU clock frequency info starting from @ symbol
      • Text table specific color attributes are now displayed in recent colors selection panel in color picker dialog
      • Text table line name and cell text can use special symbols now (e.g. newline \n symbol)
      • Hypertext edit field in layer properties dialog is now multiline, so it is more convenient to work with complex layers (e.g. layers combining multiple embedded objects)
      • Fixed issue which could cause skipping some overlay refresh iterations
      • Added new keyboard shortcut to the overlay editor window. Now you may press <Ctrl>+<Shift>+<M> to apply layout master settings. The same can be done from menu: Layouts -> Edit -> Master settings
      • Now all embedded graphs are using buffered update approach instead of asynchronous update for each graph before. This change is aimed to eliminate risk of seeing short flickering when switching between different overlay layouts containing different sets of displayed graphs
      • Overlay layout timer is now reinitialized properly when switching between different overlay layouts with hotkeys
      • Sample overlay layout supplied with the plugin was designed as a technodemo, showing you as many complex overlay creation techniques as it is possible. Now the plugin includes two more built-in overlay layouts, which suit better for everyday usage:
        • Classic layout is close to classic native MSI Afterburner's layout. It combines traditional text table based sensors representation with frametime graph and contains the most frequently used and the most useful sensors including process specific ones
        • Benchmark layout is entirely focused on framerate/frametime monitoring. It displays autoscaling frametime graph and dynamic distribution of the slowest frames with highlighted 1% zone. Such representation gives better visual demonstration of 1% low framerate to beginners. Dynamic distribution of the slowest frames is also useful when you're altering percentile calculation related options
    • Improved hotkey handler plugin:
      • Added DirectInput initialization mutex, aimed to prevent possible deadlock in IDirectInputDevice8::Acquire during application start when it creates one more DirectInput device for FCAT overlay working in “latency marker” mode
    • Improved RTSSSharedMemorySample sample:
      • Fixed sample crash on the systems with more than 8 logical processors
      • Now the sample demonstrates new sticky layer position tags usage
  • Added new “latency marker” rendering mode for FCAT overlay. New mode is aimed to be used in conjunction with third party luminance sensor based input latency monitoring systems similar to LDAT. In this mode RivaTuner Statistics Server displays color latency event markers reflecting current input state when keyboard or mouse buttons are pressed or released. In this mode RivaTuner Statistics Server additionally stores high precision latency marker registration and latency marker presentation timestamps into shared memory and provides the timestamps to client applications. Client applications may use this data as a backend for input latency calculation in conjunction with additional data they receive from luminance sensor
  • Added new "Percentile buffer" option to general properties. New option allows switching between unlimited and rolling ring buffer modes for 1% low and 0.1% low metrics calculation. Unlimited mode is preferred if you manually start benchmarking session with a hotkey. Ring mode can be preferred if you permanently keep the benchmark mode enabled and want to see 1% and 0.1% low metrics reflecting just a few last seconds of gameplay
  • Slightly altered geometry batching implementation in On-Screen Display renderer. Previously RivaTuner Statistics Server internally  represented On-Screen Display contents as a few uber batches, containing all On-Screen Display geometry grouped by primitive type (for example, the first batch containing triangles representing all On-Screen Display symbols, solid color bars, and embedded images and the second batch containing all lines used to render all graphs). Such batching provides optimal rendering performance and minimizes draw calls count and rendering pipeline state changes. With such implementation it was possible to render On-Screen Display contents in expected Z-order for the same type of graphics primitives (e.g. for text, images or solid color bars), but line primitives were always rendered on top of everything. New altered geometry batching implementation allows splitting uber batches  on smaller batches, so it is now possible to render both lines and triangle primitives in expected Z-order. Please take a note that batches splitting mode is enabled by default, but power users may enable old uber batch rendering mode at profile level if necessary
  • Improved scanline sync implementation:
    • Now index of target display device for multimonitor systems is also displayed in scanline sync info panel
    • SyncDisplay profile switch, which is defining index of target display device for multimonitor systems, can be set to -1 now. In this case target display device will be selected automatically by monitor displaying 3D application's foreground window
  • Added power user oriented profile switch, allowing enabling HDR specific color space conversion for On-Screen Display in D3D11/D3D12 HDR applications. This profile switch can be used to correct On-Screen Display appearance when it looks too dim in scRGB HDR applications or oversaturated in HDR10 applications
  • D3D12 videocapture queue depth has been increased from 3 to 8 frames. This change is aimed to improve captured videostream smoothness in applications like Forza Horizon 4, which render more than 3 frames ahead
  • Added hooking profile for Deathloop. The profile disables “High” application detection level setting for this game, which is incompatible with its protective system implementation. Please take a note that application detection level settings in RivaTuner Statistics Server are application compatibility options, which are intended to be used at profiles level only for games dynamically loading DirectX runtimes. It is recommended to use it only for applications, which cannot be hooked with default “Low” application detection level. It is strongly not recommended to enable “High” level globally for all processes running in the system
  • Added hooking profile for Fallout 76. Similar to Deathloop profile, it also disables “High” application detection level setting for this game, which is incompatible with its protective system implementation
  • Added On-Screen Display profile for Diablo 2 : Resurrected
  • Added On-Screen Display profile for World of Warcraft
  • Added On-Screen Display profile for Forza Horizon 5
  • Application tray icon is DPI aware now
  • Application installer is DPI aware now
  • Updated profiles list
 

 

post edited by bobmitch - 2021/11/17 05:53:54

MSI MAG X570 Tomahawk;  Ryzen 9 5950X; Asus TUF RTX 4070 TI OC; Corsair H115i Pro; 32 GB  Crucial Ballistix Elite DDR4-3600; Western Digital Black 4 TB SN850X NVMe; Creative SoundBlaster Z; Corsair HX 850i;  Lian Li Lancool II;  EVGA Z15
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#1

3 Replies Related Threads

    bdary
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    Re: MSI Afterburner RTSS 7.3.2 Final released! 2021/11/17 07:05:23 (permalink)
    Thanks Bob...


     
     
     
     
     
     
     
     
     
    #2
    aka_STEVE_b
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    Re: MSI Afterburner RTSS 7.3.2 Final released! 2021/11/17 07:25:06 (permalink)
    JEESH - no joke.  I just installed 6.4.6..xx  last night to do some testing...
    man, my luck.

    AMD RYZEN 9 5900X  12-core cpu~ ASUS ROG Crosshair VIII Dark Hero ~ EVGA RTX 3080 Ti FTW3~ G.SKILL Trident Z NEO 32GB DDR4-3600 ~ Phanteks Eclipse P400s red case ~ EVGA SuperNOVA 1000 G+ PSU ~ Intel 660p M.2 drive~ Crucial MX300 275 GB SSD ~WD 2TB SSD ~CORSAIR H115i RGB Pro XT 280mm cooler ~ CORSAIR Dark Core RGB Pro mouse ~ CORSAIR K68 Mech keyboard ~ HGST 4TB Hd.~ AOC AGON 32" monitor 1440p @ 144Hz ~ Win 10 x64
    #3
    Bobmitch
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    Re: MSI Afterburner RTSS 7.3.2 Final released! 2021/11/18 05:38:33 (permalink)
    Coming soon...Afterburner 4.6.4

    MSI MAG X570 Tomahawk;  Ryzen 9 5950X; Asus TUF RTX 4070 TI OC; Corsair H115i Pro; 32 GB  Crucial Ballistix Elite DDR4-3600; Western Digital Black 4 TB SN850X NVMe; Creative SoundBlaster Z; Corsair HX 850i;  Lian Li Lancool II;  EVGA Z15
    RGB Keyboard; and Razer Viper 8K Mouse
    Heatware:  http://www.heatware.com/eval.php?id=72402    Affiliate code: 1L2RV0BNQ6                                          
    Associate Code:  UD82LJP3Y1FIQPR
     


    #4
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