Rivatuner statistics server скачать для windows 10

Описание

Rivatuner Statistics Server – программа, позволяющая отслеживать показатели компьютера, такие как FPS, температура компонентов. Чаще всего идет в комплекте с MSI Afterburner. Если Afterburner создана для разгона железа компьютера, то Rivatuner Statistics Server помогает пользователю следить за результатами этого самого разгона.

Весь функционал Rivatuner Statistics Server доступен на главном экране. Можно настроить включение программы вместе с запуском Windows, управлять отображаемыми данными на экране.

Справа внизу рабочего поля программы находится изображение монитора. На нем можно передвигать отображаемые данные и размещать их в любом удобном месте. Также можно управлять отображением информации: менять цвет, масштаб, добавлять тексту тень, включить отображение всей статистики.

Rivatuner Statistics Server может определяться некоторыми играми, как чит-программа. Для того, чтобы избежать этого, нужно в поле «Stealth Mode» нажать на кнопку «On». Так RTSS перейдет в режим невидимости и не будет восприниматься играми.

Управлять тем, что будет отображаться в игре (количество кадров в секунду, температура процессора, видеокарты, используемой памятью), нужно непосредственно в MSI Afterburner. Rivatuner Statistics Server служит же его помощником и управляет тем, как информация отображается на мониторе.

Вы можете скачать последнюю версию Rivatuner Statistics Server с официального сайта по ссылке ниже. Программа работает с 32 и 64 битными системами Windows 7, 10 и 8.1.

Официальный сайт: www.guru3d.com

Скриншоты

Скриншот №1 к программе Rivatuner Statistics ServerСкриншот №2 к программе Rivatuner Statistics ServerСкриншот №3 к программе Rivatuner Statistics Server

Скачать Rivatuner Statistics Server

Для полного комплекта мы рекомендуем вам также скачать Process Hacker (Программа похожая на стандартный диспетчер задач в Windows, которая отображает дерево процессов и позволяет прекратить любой из них одним щелчком мыши.).

We’ve issued a new RTSS public build which is available for download here at the only official website you can download it from. Please don’t download it anywhere else as you never know what you install. We always suggest that you download the latest full beta package of MSI Afterburner which always includes a stable build of RTSS —  Download here.

Note: Does your overlay not work anymore after the update? Please perform a full uninstall of RTSS and AfterBurner (with profiles removal) and perform a CLEAN install of it.

Features:

  • The server provides framerate and frametime monitoring support to the client applications. Framerate and frametime statistics is being collected for DirectX, OpenGL and VULKAN applications. The statistics can be rendered in On-Screen Display or provided to client applications connected to the server.
  • The server provides 3D acceleration usage statistics to the client applications. The clients can use the statistics to determine if any 3D applications are currently running and apply different hardware profiles depending on it.
  • The server provides On-Screen Display support to the client applications. The clients can display any text info in the On-Screen
  • Display in DirectX and OpenGL applications. The server can be also used as a standalone framerate monitoring solution and display own framerate statistics in the On-Screen Display.
  • The server provides desktop and in-game screen capture support to the client applications. BMP, PNG and JPG screen capture formats are supported.
  • The server provides high-performance real-time desktop and in-game video capture support to the client applications.
  • Uncompressed, high-performance custom RTV1 and native MJPG video encoding, encoding with third-party external VFW compatible codecs (e.g. Lagarith or x264vfw) and hardware accelerated H.264 encoding via Intel QuickSync, NVIDIA NVENC and AMD VCE are supported in conjunction with wide range of additional video capture related options, multisource stereo and multichannel (for Window Vista and newer) audio capture with Push-To-Talk support. The functionality of expensive commercial video capture products is now available to everyone absolutely for free! There is no need to buy dedicated video capture software anymore!
  • Framerate limiting support. Limiting the framerate during gaming can help to reduce the power consumption as well as it can improve gaming experience due to removing unwanted micro stuttering effect caused by framerate fluctuations.
  • User extendable architecture. You may express your creativity and design your own skins for RivaTuner Statistics Server, create localization for your native language, use the server to display any custom text in On-Screen Display directly from your own application and many, many more!

2023_09_20_13_54_26_guru3d_com

System requirements:

  • Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10 or Windows 11 (both x86 and x64 versions) with full administrative rights
  • Any DirectX, Vulkan or OpenGL compatible graphics card

Known limitations:

  • RivaTuner Statistics Server can be incompatible with some third-party On-Screen Display software (e.g. XFire or Steam In-Game Chat). The limitation is not specific to our product, many third-party products are designed to be the only On-Screen Display products in the system and to block their own functionality when any other On-Screen Display software is running
  • Anticheat systems of some online games may restrict On-Screen Display usage and block connection to the server when the RivaTuner Statistics Server is running
  • RTV1 encoder performance in 64-bit applications is currently lower than in 32-bit applications
  • Stealth hooking mode is currently not supported in 64-bit applications, so it is strongly not recommended to run other 64-bit OnScreen Display software in conjunction with RivaTuner Statistics Server

Handy Youtube videos showing some cool features:

RTSS 7.3.5 Beta 3 demo — new PresentMon data provider, GPU busy, conditional layers
Testing overlay editor plugin (visual hypertext editor) in RTSS 7.3.0 
A few more improvements in visual hypertext editor plugin
RTSS 7.3.0 hypertext editor is getting stronger and stronger

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

Initially designed as a small helper application for RivaTuner graphics card utility, RivaTuner Statistics Server became de-facto framerate monitoring, On-Screen Display and high-performance videocapture service provider for other graphics card utilities.

Features

  • The server provides framerate and frametime monitoring support to the client applications. Framerate and frametime statistics is being collected for DirectX, OpenGL and VULKAN applications. The statistics can be rendered in On-Screen Display or provided to client applications connected to the server.
  • The server provides 3D acceleration usage statistics to the client applications. The clients can use the statistics to determine if any 3D applications are currently running and apply different hardware profiles depending on it.
  • The server provides On-Screen Display support to the client applications. The clients can display any text info in the On-Screen
  • Display in DirectX and OpenGL applications. The server can be also used as a standalone framerate monitoring solution and display own framerate statistics in the On-Screen Display.
  • The server provides desktop and in-game screen capture support to the client applications. BMP, PNG and JPG screen capture formats are supported.
  • The server provides high-performance real-time desktop and in-game video capture support to the client applications.
  • Uncompressed, high-performance custom RTV1 and native MJPG video encoding, encoding with third-party external VFW compatible codecs (e.g. Lagarith or x264vfw) and hardware accelerated H.264 encoding via Intel QuickSync, NVIDIA NVENC and AMD VCE are supported in conjunction with wide range of additional video capture related options, multisource stereo and multichannel (for Window Vista and newer) audio capture with Push-To-Talk support. The functionality of expensive commercial video capture products is now available to everyone absolutely for free! There is no need to buy dedicated video capture software anymore!
  • Framerate limiting support. Limiting the framerate during gaming can help to reduce the power consumption as well as it can improve gaming experience due to removing unwanted micro stuttering effect caused by framerate fluctuations.
  • User extendable architecture. You may express your creativity and design your own skins for RivaTuner Statistics Server, create localization for your native language, use the server to display any custom text in On-Screen Display directly from your own application and many, many more!

Know Limitations:

  • RivaTuner Statistics Server can be incompatible with some third-party On-Screen Display software (e.g. XFire or Steam In-Game Chat). The limitation is not specific to our product, many third-party products are designed to be the only On-Screen Display products in the system and to block their own functionality when any other On-Screen Display software is running
  • Anticheat systems of some online games may restrict On-Screen Display usage and block connection to the server when the RivaTuner Statistics Server is running
  • RTV1 encoder performance in 64-bit applications is currently lower than in 32-bit applications
  • Stealth hooking mode is currently not supported in 64-bit applications, so it is strongly not recommended to run other 64-bit OnScreen Display software in conjunction with RivaTuner Statistics Server

System Requirements:

  • Windows XP, Windows Vista, Windows 7, Windows 8, Windows 8.1, Windows 10 or Windows 11 (both x86 and x64 versions) with full administrative rights
  • Any DirectX, Vulkan or OpenGL compatible graphics card

What’s New

  • 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 hypertext tag, allowing displaying total frame counter during benchmarking session
        • Added new 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 hypertext tag syntax. Added optional tag parameter defining embedded image rotation angle
        • Improved bar embedding hypertext tag syntax. Added optional tag parameter allowing drawing variable width bar border instead of filling the bar with the solid color
        • Added new 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 + 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 + 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 while clicking button in data sources setup window to create a copy of selected data sources or additionally hold 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. , , 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 during layer movement/resizing. New option is allowing you to disable snap to grid globally. 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 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 + ‘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 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

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Rivatuner Statistics Server (RTSS) is a comprehensive performance-tuning and monitoring application for Windows. It is used to optimize system performance and monitor the system’s health and status. It is developed and maintained by the Guru3D team and is available as a free download.

RTSS offers a wide range of features, including:

— System performance optimization — RTSS can be used to adjust system settings, such as CPU core voltage, CPU fan speed, memory timings, and more. It also includes an integrated overclocking utility.

— Real-time system monitoring — RTSS can be used to monitor the system’s temperature, fan speed, CPU and GPU usage, memory usage, and more.

— Customizable user interface — The user interface is highly customizable, allowing users to create their own skins and layouts.

— Cross-platform support — RTSS is compatible with Windows, Linux, and Mac OS X.

— Overclocking profiles — RTSS includes several overclocking profiles that can be used to automatically adjust system settings to achieve the desired performance level.

— Application monitoring — RTSS can be used to monitor the usage and performance of applications, such as games and video editing programs.

— System information — RTSS can be used to view detailed information about the system, such as system settings, installed hardware, and connected peripherals.

— System alerts — RTSS can be used to set up alerts, such as temperature warnings, fan speed warnings, and more.

— Scripting capabilities — RTSS includes scripting capabilities, allowing users to create custom scripts that can be used to automate various system tasks.

— Online resources — RTSS includes a wide range of online resources, such as tutorials and FAQs, as well as an active user forum.

RTSS is a powerful and versatile tool that can be used to optimize system performance, monitor system health, and customize the user interface. It is a great choice for users who want a comprehensive performance-tuning and monitoring application.


Rivatuner Statistics Server (RTSS) is a performance monitoring and tuning application for Windows PCs. It is designed to work with graphics cards and other hardware components.

Minimum System Requirements:

• Windows 7, Windows 8/8.1, Windows 10 (32/64 bit)
• .NET Framework 4.6.2 or later
• DirectX 9.0 or later
• AMD/NVIDIA driver supporting installation of RTSS
• 1 GB RAM
• 100 MB of available hard disk space

Программа RivaTuner Statistics Server (RTSS) – это удалённый сервер MSI Afterburner, вспомогательное приложение, поставщик услуг мониторинга. Строит графики переменных, реализует поддержку экранного дисплея – вывода fps в играх в наложении, видеозахвата. Информация собирается через программы VULKAN, DirectX, OpenGL.

Может передаваться приложениям, которые разработаны на их основе и подключаются к серверу RTSS: HWINFO, AIDA64.

RivaTuner Statistics Server

Скриншот главного окна RivaTuner Statistics Server.

RivaTuner инсталлируется автоматически после установки программы, также можете отдельно загрузить и развернуть на компьютере сервер статистики.

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