
Frame time capturing + analysis, OSD, sensor logging, hardware testing No. 1 Frame Time Tool, #OpenSource Contact: [email protected]
Joined June 2019
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CapFrameX 1.9.2 beta is out!
🚨 Critical PresentMon fixes address rising CPU/memory usage and capture stalls after frame-generation changes. 🚨
Download + release notes: github.com/CXWorld/CapFrameX…
C&C Generals & Zero Hour rebuilt by GZH Neo from EA’s GPL source. C++20, x64, Direct3D 11 & Vulkan, multicore, real-time shadows, textures, HDR, a new AI, folder-based mods. Ray tracing planned. Requires the original game. Project is not official yet.
Oblivion Remastered performance fix using Claude Code. 👇
Replying to @SKHYJINX
Just a quick test and it's amazing being 50% faster in the scene I use for benchmarking.
1st is with the fix, 2nd is a rerun I took after removing it and bottom is yesterday's run.
Hope that everything still works correctly. 😀
The Witcher 3 CPU perf analysis 📊
▶️ Path Tracing vs Ray Tracing vs Rasterization
▶️ PCGH CPU scene + settings
▶️ CapFrameX + PMC + ETW
With PT the render thread spends ~30 % of each frame waiting on a job group handled by just 2 worker threads. CPU counters show no mem limit.
CapFrameX's new Tile Overlay lets you create highly customizable hardware monitoring profiles.
Shown here: a custom Intel Arc + Panther Lake profile with brand colors.
Coming soon! 🔥
CapFrameX's new Tile Overlay! 🔥
Profile and design inspired by TroyMetrics Benchmark Overlays. Coming soon.




















