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New PresentMon API support in RTSS

Open AlexUnwinder opened this issue 2 years ago • 7 comments

Just FYI,

New PresentMon API based data provider and GPU busy metric support will be available in the next version of RTSS OverlayEditor plugin:

https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-206#post-6159952

AlexUnwinder avatar Aug 22 '23 17:08 AlexUnwinder

Cool, thanks for the heads up!

Do you want me to add RTSS to the list on the readme? If so, just let me know a good link to use (or PR it for me).

Sure, why not. Official home product page for RTSS is https://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.html (please take a note that the build with new PresentMon SDK integration is not publicly released there yet).

AlexUnwinder avatar Aug 24 '23 03:08 AlexUnwinder

RTSS 7.3.5 beta 3 build 27699 with PresentMon integration is released, download link is available in this post:

https://forums.guru3d.com/threads/msi-ab-rtss-development-news-thread.412822/page-207

Fastest way preview it is to load one of two built-in PresentMon based sample overlay layouts:

  • Launch RTSS
  • Go to Settings -> plugins tab -> Put checkmark next to OverlayEditor.dll plugin to activate it then double click the plugin or click "Setup" below to open the editor
  • Inside the editor go to Layouts menu -> Load -> select presentmon_frame_scale.ovl or presentmon_time_scale.ovl

AlexUnwinder avatar Sep 01 '23 17:09 AlexUnwinder

And an example of using it to display realtime CPU/GPU bottleneck indicator in overlay:

https://www.youtube.com/watch?v=4dmxoqqElY4

AlexUnwinder avatar Sep 06 '23 16:09 AlexUnwinder

In this example I see present mode change from composed-flip to hw-independent-flip at about 14s, but a decreased frametime isn't displayed until around 30s. Is the data lag getting that long or is something else going on here?

In this example I see present mode change from composed-flip to hw-independent-flip at about 14s, but a decreased frametime isn't displayed until around 30s. Is the data lag getting that long or is something else going on here?

Decreased frametime which started around 30s is a result of toggling framerate limiter off with a hotkey. I used it to simulate switch from CPU limited to GPU limited workload and show how "Limited by" indicator works.

AlexUnwinder avatar Sep 06 '23 17:09 AlexUnwinder

I wonder, how do I monitor PCL, like in this video (total render latency, not just frametime)?

dr04e606 avatar Jun 18 '25 20:06 dr04e606