New release focusing mainly on reducing input lag and QoL features:
- Window Input mode: you can narrow down capture to your game's window which provides lower latency and more timing information to ShaderBeam
- Run shader frame-ahead when anti-retention not required: if you don't need anti-retention (i.e. you have an OLED, or LCD with odd number of subframes, or disable it manually) the shader will fast-forward a frame and remove one content frame of input lag
- Auto-sync new frames to Capture timing: when your input is frame-limited, ShaderBeam will automatically try to sync capture to game presentation; this works most reliably with Window Input; removes up to one frame of input lag in best-case scenario
- Allow adjusting DXGI queued frames: you can adjust how many frames are queued, driver default is 3 but you may be able to take it lower; if it's too low, you will start to see flashing/desyncs; these are output (high-refresh) frames
- Basic HDR support: same as in ShaderGlass/BFI, capture and present using HDR; this is not really feasible with an iGPU due to extra bandwidth requirement
- More detailed Benchmark breaking down cross-GPU Copy FPS, render FPS and present FPS to better identify bottlenecks on dual GPU setups
- Remember settings in an .ini file