- Steam upgrades his counter in the game in the game to be a full overlay
- This will give much more details about what is going on under the hood with a given game and your CPU and GPU’s status too
- It includes whether frame generation is used and exposes situations where it is stealthily activated, hidden in the background
Valve increases the steam’s built -in image speed counter – which shows the framework per day. Second (FPS) in the game you are playing – to provide much more info, including whether framework generation is used.
Frameworking is the technique used to increase FPS by adding AI -generated extra frames – often called ‘false frames’ of those less eager for the function – as seen in NVIDIA’s DLSS, AMD’s FSR and Intels Xess.
NoteBookcheck.net discovered that Valve has released a new beta of the Steam app, where the basic FPS counter in the game has become a full overlay monitoring monitor in the game. Remember, this is still in beta so you won’t see it on your Steam client yet, not unless you’re a beta tester.
In addition to a real-time FPS reading, the new Overlay provides detailed information about both CPU and GPU performance, including utilization levels, watch speeds and temperatures, as well as the amount of video RAM used by the currently running game (system RAM monitoring is also included).
Together with this, Valve has added the opportunity to show whether DLSS or FSR is active and whether these technologies are currently using framework generation, as mentioned in the beginning.
For starters, the full feature set is only for Windows PCS. However, other platforms (Steamos) will get most of these capabilities and what is not in the initial release must be delivered to other operating systems at a later date. Similarly, some information only appears to PCs with certain hardware.
Here is a full explanation of the new overlay as designed by Valve that goes into detail, but let’s clean up a few points next, including why detection of frame generation could be very useful in light of a recent controversy in the PC game world.
Analysis: Frame Guard Game
Okay, first and foremost, what about if you don’t want this pile of new info? When you turn on the overlay, just get annoyed at all the extra ‘garbage’ (as far as you may be worried) messed up now?
The good news is that you can dispense with the full reading and adjust the overlay down to a mere minimum if you want – so it only shows the FPS counter (just as things are now). So don’t worry about the score, plus there will be customization options such as adjusting where reviewed the overlay is and where it is located.
Go on to frame generation: Why does it appear a big deal? Well, this is actually interesting timing as there has been a lot of controversy that appear this week about a game that turns on frame generation without letting the player know.
This is sheet: Survival Ascended, which has AMD’s (FSR) framework generation by default, something that allegedly happened for a while (when the players observed a big boost for FPS after a patch – which would of course happen to Frame Gen, that’s what it does). The thing is, this was not announced in the patch; It was a stealth feature in the background, and besides, there is not even an opportunity for framework generation in the graphics settings.
In other words, there is no way to know that it is activated, or actually turning it off in sheets (it is only possible to disable using a console command).
So you might play a game and think that the image frequency feels a little uneasy and unwanted, despite a high FPS reading, and that’s because frame generation is turned on when you didn’t even know it. I should note: Jerkiness is not inherent to hitting generation technology, far from it, but in some scenarios, and especially when trying to inflate a lower image speed – says 30 fps – a feeling of choppiness can be a side effect. This is why ‘false frames’ can be called in a negative way that I mentioned before.
In any case, in case of sheet: Survival Ascended, if you jumped on the new steam overlay, you would immediately see that it has framework generation active. Furthermore, the new overlay will also highlight incidents with microstutter, where the image velocity temporarily throws itself to very low levels, causing jerky. (Which can be one of the disadvantages of using framework generation, again in certain scenarios – do not write out frame generation because of some of this, by the way, it can actually be very useful).
As you may have collected now, modern graphics technologies and understanding of image speeds are a complicated business with a lot of nuances. But at least you will be armed with more knowledge of what is going on with the extra details that Steam’s new overlay in the game gives you with if you assume you want to get it all. And if you don’t, just turn it off and have the mere image speed on the screen.
On a last note that you may be aware of, you can already get this kind of functionality with third -party tools (such as Rivatuner, known as RTSS), but valve that brings this to Steam is handy to get it integrated right there, no additional installation required.



