FPSS Widget Features


FPSS Features

With completing the Frames Per Second Seen widget, we have added some additional frame monitoring and measurement features to make the widget more accurate when being used in different situations.


Gaming Mode

We have added a Gaming mode, which looks for frame changes in different locations when the current location of the screen is not doing anything for the selected game. It switches between the 2 locations varying in horizontal and vertical scanning, looking for changes. THIS MODE IS ONLY DESIGNED FOR GAMES :)


Horizontal Mode

We have added a Horizontal Mode, which targets the centre of the selected application/game and looks for changes within that location of the monitor, by scanning for changes horizontally per frame. It does not alter or switch its location.


Vertical Mode

We have added a Vertical Mode, which targets the centre of the selected application/game and looks for changes within that location of the monitor from a vertical standpoint. It does not alter or switch its location. Is best suited for things like videos where there is a lot of frame activity.


Testing

We have been doing a lot of testing and have found that if you have 2 or more screens the widget is still able to monitor games running in Fullscreen exclusive mode, but you have to have the widget sitting on another screen to be able to see the frames per second seen metric. This though will allow us in future to provide logging of this metric, even when in Fullscreen mode is enabled and the widget is unable to be seen by users with only one monitor.


Future development

As we have set locations for where the software looks for frame changes, we are currently looking into writing an algorithm that looks in further locations, but not at random but rather by looking at the frame changes on the screen as a whole, and then by validating the per line of pixels changed within a set number of frames, the software will then select the best location to check for frame changes. As we do not evaluate the entire screen per frame, as it would be too expensive on the CPU and we don't want to have to rely on any GPU functionality, purely to remove the dependencies of having to support the various different rendering libraries (Vulkan, DirectX, OpenGL...) The whole aim of the widget is to support any and every application or game where a user would like to know how many frames are being rendered within their screens refresh rate. COMPATIABILITY FOR ANY CPU (within our applications requirements) AND ANY APPLICATION OR GAME IS KEY.


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