I dont konw for my principal game : Battlefield 6
Is in relation with that ?
I dont konw for my principal game : Battlefield 6
Anything modern is probably already applying this to its own process.Parisien_entraide wrote: ↑Mon Apr 06, 2026 1:26 pmI dont konw for my principal game : Battlefield 6
Is in relation with that ?
2026-04-06_192254.jpg
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-Added ability to turn off/on GlobalTimerResolutionRequests, and it will also read it's state.
-Added elevation detection for the tool. You need to be admin level to change GlobalTimerResolutionRequests. It also requires a restart if changed.
-Added additional deviation methods, raw/trimmed/winsor, so outliers don't skew your deviation results.
-Coupled the Sample amount to the benchmarking tool. If it's at 100, your benchmark will take test for 100 samples each. If it's at 500, your benchmark will test at 500 samples each.
-Cleaned up the interface a bit.
Made Focused mode default during startup.
-Cleaned up the jitter graph. The tighter the inside wiskers are the more stable your timer is. The red outside wiskers just represent the max/min outliers. So they'll always be big.Code: Select all
-Added Power Plan switching with [k]
-Reduced the overhead even more by removing things from the main loop
-Added an about/help page
-Added a section for custom startup/benchmark settings in the batch file
-Fixed the buckets, still had bad mappings in the higher numbersThe top app you see is my first iteration of this tool. It does not hold a timer request. It only probes the kernel and measures how fast it responds. So it's not connected in any way to the second app. Watch it's measurements when I start up my updated timer bench tool. The measurements get better right away. The first app represents your game. The the tighter the measurements the faster the response time.
Then throughout the video, in the updated tool, I will cycle the "[T]imer Res." from windows defaults "10000us" to "5001us". You can see it's relationship to the kernel and the timer resolution and the other app and how it can positively impact your game.
Be mindful of the sample rate, use only 1000ms - 250ms only when gaming. Any lower than that adds overhead to your kernel. Use only lower values if youre benchmarking or stress testing things. The sample quantity doesn't matter, 500 means more data to smoothing out the numbers and the histogram. 100 gives you better view of what's currently going on and will jump around a lot. Make sure you have GlobalTimerResolutionRequests set to on if you're on windows 11. High Performance power plan, and in focused mode, which is it's default state now.