Guru3D acaba de lanzar el nuevo RTSS Rivatuner Statistics Server. Como ya sabéis se trata de una aplicación sirviendo para la monitorización en OSD (On-Screen Display) además de permitir la captura tanto de imágenes como de vídeo de los propios juegos.
Esta nueva versión soluciona algunos problemas con el OSD en Vulkan además de mejorar el motor de renderización en las aplicaciones DirectX 11 y DirectX 12 entre otras muchas mejoras. También se ha mejorado el soporte de FCAT además de presentar mejor compatibilidad bajo Windows 10 en aplicaciones DirectX9.
Desde luego estamos hablando de un gran avance en la aplicación. Os dejamos el listado de cambios al completo donde veréis que no falta de nada. Los que estéis interesados en la versión v7.0.0 podéis descargarla desde su propia página web en el siguiente enlace: Link.
 

Versión 7.0.0

 

  • Added initial Microsoft UWP applications support. Now RivaTuner Statistics Server provides full On-Screen Display, framerate/frametime statistics collection and framerate limiting support for sandboxed Windows 10 store applications. Screencapture and videocapture are currently not supported in UWP environment
  • New default Metro interface styled skin designed by 00pontiac
  • Default skin composition mode is now set to layered mode with color key and light transparency
  • Improved default On-Screen Display rendering configuration provides better default On-Screen Display appearance on modern mainstream PC display resolution. Now raster 3D rendering mode with Unispace font and shadow rendering are enabled and zooming ratio is set to 3 by default
  • Framerate is now displayed as integer value, however you may return back to floating point framerate representation with configuration file switch if necessary
  • Hook engine is now using alternate shorter x64 hook trampoline to provide compatibility with Windows 10 Creators Update Direct3D9 runtimes. The previous trampoline can be enabled via the configuration file if necessary
  • Hook libraries are now digitally signed by MSI to simplify and speed up the process of new versions’ whitelisting by third party anticheat systems. Thanks to MSI, EAC and BattleEye for making it possible!
  • Fixed bug in Vulkan On-Screen Display cleanup code causing The Talos Principle to crash to desktop on changing video settings
  • Improved On-Screen Display rendering quality in Direct3D1x applications using sRGB framebuffers
  • Fixed bug is skin engine causing part of the profiles window to be rendered in solid black color when using layered skin composition mode with alpha channel
  • Fixed crash on startup under Windows Vista with no platform update installed
  • On-Screen Display is no longer being rendered improperly when switching between vector and raster On-Screen Display rendering modes during Direct3D1x application runtime
  • FCAT overlay support is no longer limited to vector On-Screen Display rendering modes in Direct3D1x applications, now it is also supported for Direct3D1x applications when raster 3D On-Screen Display rendering mode is enabled
  • On-Screen Display shadow in now rendered in proper RGB colors instead of BGR in On-Screen Display preview window
  • New On-Screen Display shadow rendering for raster 3D mode provides improved shadow rendering quality for some combinations of fonts and low On-Screen Display zooming ratios. The previous mode can be also enabled via profile if necessary
  • Now “Delete profile” button is unlocked when “Hide pre-created profiles” option is enabled and template based profile is selected
  • Now you may hold <Ctrl> when pressing “!dd profile” button to create a profile for currently active 3D applications, or hold <Shift> to create a profile with disabled application detection (i.e. exclusion) for currently active 3D applications
  • Added On-Screen Display transparency support. New On-Screen Display color picker window allows you to adjust color opacity level to make On-Screen Display to appear semi-transparent if necessary. Please take a note that transparency if fully supported for raster 3D On-Screen Display rendering mode. Some symbols of polygonal vector 3D font can be rendered with artifacts when transparency is selected and vector 2D mode doesn’t support transparency at all
  • Added On-Screen Display background color fill mode. New “On-Screen Display fill” option allows you fill underlying On-Screen Display area with solid or transparent color. Fill color and transparency level can be customized in “On-Screen Display palette” colors list
  • Updated SDK:
    • Improved shared memory layout. Now each running 3D application entry contains x64/UWP application architecture usage flags in addition to previously available 3D API usage flags
    • Added text formatting tags support for On-Screen Display text. Now the client applications using RivaTuner Statistics Server to render a text in On-Screen Display (e.g. AIDA, HwInfo or MSI Afterburner itself) can apply custom text colors, alignment, size and position to some parts of displayed text. Format tags are fully supported for raster 3D On-Screen Display rendering mode only, some tags are ignored for vector On-Screen display rendering modes
    • Improved On-Screen Display text macro translator. To provide more flexibility and customization %FRAMERATE% macro is now deprecated and replaced with new tags allowing printing application specific framerate, frametime and 3D API independently
    • Updated RTSSSharedMemorySample sample code. Now the sample demonstrates text format tags usage and shows you how to apply custom On-Screen Display color, subscript style and custom alignment to a text rendered in On-Screen Display from a client application. The sample also demonstrates framerate display via both %FRAMERATE% macro and new tags
    • Improved On-Screen Display preview window:
    • Now you may detach and set custom position and size of preview window by double clicking preview window area. Increased size of preview window can be useful if you prefer to adjust On-Screen Display position visually via dragging it inside the preview
    • Now you may right click preview window area and select “Capture screenshot” command from the context menu to automatically capture screenshot from currently running 3D application and use it as On-Screen Display preview background, or use“Load” command to open and load some previously captured screenshot. This feature can be useful if you prefer to adjust On-Screen Display position visually via dragging it inside the preview. Original On-Screen Display preview window background can be restored with “Clear” command from the context menu
  • Improved dynamic Direct3D12 presentation command queue detection algorithm
  • Added On-Screen Display support for Direct3D11 applications using alternate frames presentation technique (e.g. Halo Wars Definitive Edition)
  • Added power user oriented profile compatibility setting, allowing enabling alternate VTable based hooking for Direct3D1x applications concurrently presenting frames from multiple threads (e. g. Forza Horizon 3 or Halo Wars 2)
  • Added power user oriented profile compatibility setting, allowing enabling pure Direct3D12 On-Screen Display renderer for some Direct3D12 applications conflicting with D3D11on12 interop layer (e.g. Halo Wars 2)
  • Added power user oriented profile compatibility setting for OpenGL applications rendering from forward compatible 3.x+ context with disabled deprecated immediate OpenGL mode functionality. The switch allows the server to fall back to rendering path using a separate legacy OpenGL context
  • Added On-Screen Display profile for Wolfenstein : The New Order
  • Added On-Screen Display profile for Citra Nintendo 3DS emulator
  • Added On-Screen Display profile for CEMU Wii U emulator
  • Revamped internal benchmarking engine
  • Updated profiles list