- Steam is updating its box speed counter in the game to be a complete overlap
- This will provide many more details about what is happening under the hood with any game, and the state of its CPU and GPU also
- That includes whether the generation of Marcos is being used, exposing situations in which it has been quietly enabled, hidden in the background
Valve is reinforcing the built -in photographer’s speed counter, which shows the tables per second (FPS) in the game he is playing, to provide much more information, even if the generation of frames is being used.
The generation of paintings is the technology used to boost FPS by adding additional frames generated by AI, often called ‘false frames’ by those who are less interested in the function, as seen in DLSS of Nvidia, FSR of AMD E xess of Intel.
NotebookCK.net Vio that Valve has launched a new beta of the Steam application where the basic FPS counter in the game has become a superposition performance monitor in the complete game. Remember, this is still in Beta, so you will not still see it in your Steam client, no unless it is a beta tester.
In addition to an FPS reading in real time, the new superposition provides detailed information on the performance of the CPU and the GPU, including the levels of use, the speeds of the clock and the temperatures, as well as the amount of RAM of video that is currently using the game in execution (the RAM monitoring of the system is also included).
Together with this, Valve has added the ability to show whether DLSS or FSR are active and if these technologies are currently using pictures, as mentioned from the beginning.
To begin with, the complete set of functions will be only for PC with Windows. However, other platforms (this) will obtain most of those capabilities, and what is not at the initial launch must be provided for other operating systems on a later date. In a similar line, only PC information with certain hardware pieces will be displayed.
Here is a complete explanation of the new overlap as created by Valve, which enters some details, but we clarify a couple of points below, including why detecting the generation of frames could be very useful, in the light of a recent controversy in the world of PC games.
Analysis: guilt game
Okay, first of all, what happens if you don’t want this pile of new information? When the overlap lights, are you going to bother you in all the additional ‘garbage’ (in what worries you) disordering the screen now?
The good news is that you can do without the complete reading and adjust the overlap to the minimum if you wish, so it shows only the FPS counter (as things are now). So do not worry about that score, there will also be customization options how to adjust how it is seen through the overlap and where it is placed.
Moving to the generation of paintings: Why is a big problem shown? Well, this is an interesting moment in reality, since there has been a lot of controversy this week about a game that changes the generation of paintings without the player knowing it.
This is Ark: Survival Ascered, which has the generation of AMD (FSR) paintings by default, something that, according to the reports, happened a while ago (when the players observed a great impulse to FPS after a patch, which, of course, would happen with frame gen, that is what it does). The point is that this was not announced in the patch; It was a stealthy movement in the background and, in addition, there is not even an option for the generation of paintings in the graphics configuration.
In other words, there is no way of knowing that it is enabled, or in fact turning it off in ARK (it is only possible to disable the use of a console command).
Therefore, you may be playing a game, thinking that the table of paintings feels a bit restless and unequal, despite a high FPS reading, and that is because the generation of paintings is underway when you did not even know. I must take into account: the shake is not inherent in Marcos generation technology, far from it, but in some scenarios, and especially when trying to inflate a lower photograms speed, for example, 30 fps, a sensation of frost can be a side effect. This is the reason why ‘false frames’ can be called negatively, as I mentioned before.
In any case, in the case of Ark: Survival ascended, if he approached the new Steam overlap, he will immediately see that he has an active generation. In addition, the new superposition will also highlight micro-bran incidents, where the frame rate is temporarily submerged to very low levels, causing the shaking. (Which can be one of the disadvantages of the use of the generation of paintings, again in certain scenarios, do not write the generation of paintings due to any of this, by the way, it can be very useful).
As you have already gathered, contemporary graphic technologies and the understanding of picture rates are a complicated business with many nuances. But at least it will be armed with more knowledge of what is happening with the additional details than the new overlap of the Steam game provides, assuming you want to know everything. And if it does not, simply approach it and have the naked frame speed on the screen.
In a final grade, as you can know, you can already obtain this type of functionality with third -party tools (such as Rivatuner, known as RTSS), but the valve that brings this for steam is convenient in terms of integrating it there, additional installation is not required.