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Releases: jerryubah/Coreloom
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Coreloom 1.4.9
The Gaming page's boost count matches its switches, and core scheduling's power plan note is no longer red.
Highlights
- The ring counts every boost. With all nine performance boosts on, the ring now reads 9/9 (it read 8/8 because Ultimate Performance wasn't counted on a Ryzen X3D). The count follows every switch as you turn it on or off, and Boost now turns on every boost that's off, Ultimate Performance included.
- A grey power plan note. In core scheduling's Details, the Power plan pill shows your plan in grey instead of red. Hover it, or the Ultimate Performance card, for how that plan affects AMD's core parking on a Ryzen X3D.
Feedback
Something not right? Open an issue with a screenshot and a CoreloomDiag report.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
Coreloom 1.4.8
A tidier Gaming page and pages whose cards line up: rows of cards now start and end on one line, the CPU core scheduling card moved into its boost's Details, and the extra lines under Ultimate Performance and the shader cache are gone.
Highlights
- Performance boosts in clean rows. The nine boosts sit in three rows of three; the cards in each row start and end on the same line, and the section ends on one straight line. In a narrower window (two columns) the last card spans the row so the bottom stays straight.
- No yellow line under Ultimate Performance. On a multi-CCD Ryzen X3D its advice (Balanced keeps AMD's core parking working) now shows when you hover the card, and Boost now still leaves it alone.
- Frame limiter and shader cache end together. The two cards are the same height: the frame limiter's pacing row and the shader cache list both reach the bottom. The note under the cache list moved to the ⓘ next to On this PC.
- CPU core scheduling lives in its boost. The separate card under the frame limiter is gone. Details on the Intelligent CPU core scheduling boost opens everything it had (the cores and where the game runs, AMD's checks, Test a game, and the games kept on chosen cores) as a card over the page. While a test runs, the boost says which round it's on, and when a result is ready it says so.
- Cards that line up on every page. Cards side by side now end on one line, and the extra room goes to content that can use it instead of empty space: the process lists on the Processor and Memory pages show more apps, a drive's chart grows so its volumes line up, the Memory tiles share the donut card's height, and both columns of Smart Optimize, the two halves of All sensors and the Bluetooth cards in a row end together.
In detail
- The boost descriptions were trimmed so the rows are about the same height before anything is stretched.
- A new developer tool draws Coreloom's pages with sample data on GitHub's Windows machines, so their layout can be checked as rendered by WPF before a release; it isn't part of the app.
Feedback
Something not lined up on your screen? Open an issue with a screenshot and your window size and scaling.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
Coreloom 1.4.7
Intelligent CPU core scheduling for Ryzen X3D in place of Auto HDR, an overlay you can move and resize in the game, cards that fit their content, a compact AMD card and a leaner frame limiter.
Highlights
- Intelligent CPU core scheduling. A new performance boost, in place of Auto HDR. It works out which cores suit games: on a multi-CCD Ryzen X3D such as the 9950X3D, the CCD with the 3D V-Cache ("cache cores") and the one that clocks higher ("frequency cores"); on hybrid processors, the performance and efficiency cores. Its card (under the shader cache) shows the cores, how much of the game's load each group carries while you play ("Cyberpunk 2077: 85 % of the load on the cache cores"), and checks what AMD's own scheduling needs: the 3D V-Cache driver and service from AMD's chipset driver, AMD's preference, Game Mode and a power plan that lets cores park. Test a game plays your next game 30 seconds at a time on Windows' choice and on the cache cores, four rounds, and offers a profile for that game only when the cache cores are clearly and consistently better (at least 3 % more FPS, or 5 % better 1% lows); you choose to keep it. Kept profiles apply when the game starts, and never against AMD's driver: not for a game AMD has its own preference for, not when its cores were chosen elsewhere, not when AMD's driver already keeps it on the cache cores, and never on the frequency cores. Turning it off, or closing Coreloom, gives those games Windows' choice back.
- Move and resize the overlay in the game. Move on screen in the overlay settings, or Shift + the overlay hotkey (Shift+End by default), shows an outline: drag the overlay anywhere, drag its corner to make it bigger or smaller, and use S / M / L next to each line to size that line on its own. Where you drop it is kept, also after a restart. Nine places (now with the middle), fine-tuning of X and Y, and, if you like, a place for each game.
- Overlay sizes. Compact, Standard, Expanded or your own scale; text, the graph and spacing follow, and Follow the screen keeps the overlay the same size relative to your display on 1080p, 1440p and 4K and across Windows' scaling.
- A tidier Show section. The overlay's readings are chips in one row per line, each line with its size, instead of a long list of checkboxes.
- Cards fit their content. On every page, a card is as tall as what it holds instead of being stretched to its neighbour's height: Memory, Gaming, Storage, Smart Optimize, Devices and the Processor page. Only a card whose content can use the room (Smart Optimize's Speed up, which then lists more startup apps) grows.
- A compact AMD card, above Cores. The Processor page's AMD card moved right above the per-core table and lost most of its text: the architecture as a badge (CPUID signature on hover), the readings as tiles, the readings your processor doesn't report on one line (why on hover), and the five tuning controls as one-line rows with a status pill (details on hover).
- A leaner frame limiter. How it works, the adaptive pacing method, why a limit and what Apply to covers moved to ⓘ tooltips; the pacing of the game you're playing is one row. The card is much shorter, and the core scheduling card fills the column beside it under the shader cache.
In detail
- Core scheduling only reads AMD's 3D V-Cache driver (the
amd3dvcachedriver andamd3dvcacheSvcservice, and the preferences underHKLM\SYSTEM\CurrentControlSet\Services\amd3dvcache\Preferences); it never changes them or restarts the service. A game's cores are set from outside the game, the way Task Manager's Set affinity does; nothing is added to the game. If Windows or the game's anti-cheat refuses, the card says so and nothing else happens. Each step is written to the log (Gaming). - Where the load sits comes from Windows' per-processor counters (the ones Task Manager uses) while a game is in front, so it's a good guide rather than an exact count of the game's own threads.
- On a multi-CCD Ryzen X3D with AMD's driver installed, the Ultimate Performance boost now says it's better left off (it stops the core parking AMD's driver uses to keep games on the cache cores), and Boost now leaves it alone.
- Auto HDR is no longer a boost; turn it on in Windows' Settings › Display › Graphics. Coreloom leaves the setting as it was.
- Two memory modules that report the same slot (many AMD boards call one slot in each channel "DIMM 1") are now named with their channel, e.g. "DIMM 1 · Channel A".
- Overlay places are kept per game by program file name; a place saved while moving the overlay from Coreloom's own window goes to the last game that was in front.
What wasn't measured
- Core scheduling's test and profiles haven't been run on a real Ryzen 9 9950X3D or in real games here; the layout reading, the load shares, AMD's checks, the A/B test's rules and the profile handling are tested against built Windows topology data and a simulated driver. How much a game gains on the cache cores varies by game, which is why profiles are only offered after a test in that game.
- Dragging and resizing the overlay, and the new sizes on 1440p/4K and at different Windows scaling, haven't been tried on a Windows PC here.
Feedback
Something not right? Open an issue with a screenshot and a CoreloomDiag report, or copy the lines from Settings › Logs.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
Coreloom 1.4.6
Adaptive frame pacing, games you add yourself, a log viewer with every process the memory clean-up touched, lighter monitoring while you play, and a detailed AMD processor card.
Highlights
- Adaptive frame pacing (Top pick). A new switch at the top of Gaming › Frame limiter: "an intelligent engine that monitors actual frame times and automatically finds a stable FPS target for each game" (frame stability · 1% lows · smoothness). While a library game plays, Coreloom measures every frame, finds the frame rate the game holds with steady 1% lows over the last two minutes, and sets that game's own limit in the NVIDIA driver. It moves a step at a time (at most 15 % down, 10 % up, and only up when the graphics card has room), never back to a limit the game couldn't hold, and not again until a change shows in the frames. It stays just under your refresh rate with G-SYNC or FreeSync, and with frame generation (set per game: 2×, 3×, 4×) it keeps whole rendered frames and at least 40 of them a second. It's off until you turn it on, leaves alone any game you gave a limit yourself, and turning it off removes the limits it set. Without an NVIDIA driver it suggests a limit instead.
- Add games by hand. Add game on the Gaming page: pick the game's .exe, give it a name (one is suggested), a picture or the program's icon, and optional launch options. It shows as "Added by you", is recognised when it runs, gets the overlay's frame counter and its own frame limit like any other game, and can be edited or removed.
- See every process the memory clean-up touched. Free up RAM now lists each process with its PID, memory before and after and what was reclaimed, or why it was skipped or failed, with a trimmed / skipped / failed filter. Coreloom only trims; it never ends a process, and the totals say so.
- A log viewer. Settings › Logs (or Open logs on the memory card, or View logs in Diagnostics): every entry with its time, a search box, level and category filters, and copy and open-folder buttons.
- Lighter while you play. With a game in front, Coreloom reads sensors less often (every 2 s by default; 1 s, 2 s or 5 s, and never slower than 1 s while the overlay shows readings), at low priority, gives the game priority and stops redrawing its window behind the game. The sensor refresh interval is now labelled from 0.25 s to 5 s (lightest), and Settings › Diagnostics shows what each part of Coreloom costs: sensor reading, the window, the overlay's graph and its frame counter.
- AMD processor details. The Processor page gains an AMD processor card: architecture and codename (Zen to Zen 5, e.g. "Zen 2 · Renoir"), laptop or desktop, the CPUID family and model, and instruction sets and features. Where the processor reports them: PPT, TDC, EDC, cores/SoC power, SoC voltage and current, fabric, memory-controller and memory clocks, SoC and I/O-die temperatures; the others are listed with why. Limits and tuning shows AMD's stock power limit for desktop models, says whether Precision Boost Overdrive looks on (from package power over the last hour), and shows Curve Optimizer, Eco mode and manual clocks as unavailable with where to change them. It's read-only: Coreloom never changes processor tuning.
- Boost and throttling on every processor. New Boost (how far above base the processor runs) and Performance limit (under 100 % when power, heat or Windows' power policy holds it back) readings, and the processor's instruction sets and features under Specifications.
In detail
- Adaptive pacing reads frames the same way as the overlay (Windows' graphics events; nothing is added to games) and only while it's on and a game is in front. Loading screens and pauses are left out. Each limit it sets, each session's result and why are written to the log (Gaming), and the limit shows as "· adaptive" under Apply to. Whether the driver applies a changed limit to a game that's already running depends on the game; when the frames don't show it, adaptive pacing waits for the game's next start.
- Memory clean-up skips the app in front, Coreloom and the Windows processes the desktop needs before opening them, and names the reason when Windows refuses (for example a protected process). Every process is also written to the log.
- AMD readings come from LibreHardwareMonitor (as administrator with PawnIO); which ones exist depends on the processor and its BIOS. Ryzen 4000 processors get package power, clocks and temperatures, but LibreHardwareMonitor has no SMU table for them, so TDC, EDC and PPT show as not reported. The stock limit is AMD's 1.35 × TDP for desktop models; laptop limits are set by the laptop's maker and aren't reported to Windows.
- Games added by hand are matched by their exact program first, and never by a broad folder such as the Desktop or Downloads.
What wasn't measured
- The effect on frame rates with and without Coreloom on a lower-end PC (Ryzen 4000, GTX 1650) couldn't be measured here; Settings › Diagnostics now shows the numbers, and TESTING-ON-YOUR-PC.md has the steps to compare.
- Adaptive pacing, the AMD card and the new memory list are tested against recorded and simulated data, not yet on real games and Ryzen processors.
Feedback
Something not right? Open an issue with a screenshot and a CoreloomDiag report, or copy the lines from Settings › Logs.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
Coreloom 1.4.5
The frame-time graph is back in the in-game overlay, and the frame limiter's mark next to FPS is gone.
Highlights
- The frame-time graph shows again. Since 1.4.3 the graph is drawn in a small see-through window of its own laid over the overlay, so it can glide at your display's pace. That window was being filled in a way Windows accepts but doesn't put on screen, so the graph never appeared. It now shows, smooth and in place, and moves with the overlay.
- The graph's place always shows. With no game in front (FPS "—"), the graph is a flat line under the FPS line instead of being nearly invisible, so you can see where it is and that it's on.
- No frame limiter mark. The small green pill with the limit next to FPS is gone. When a game is limited, the limit still shows as the dashed green line on the graph.
In detail
- The fix was found and checked with a new test on GitHub's Windows machines that puts a window set up like the overlay on screen, draws the graph's window over it from another thread, and reads the pixels back: before the fix the overlay's color showed through where the graph should be; after it, the graph's pixels are on screen, also after the overlay moves.
Feedback
Something still not where it should be? Open an issue with a screenshot and a CoreloomDiag report.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
Coreloom 1.4.4
Covers for every game without asking, no G-SYNC warning while G-SYNC is on, and a quieter search box.
Highlights
- Covers for every game, automatically. A game that has no picture on your PC (most Ubisoft, EA, Battle.net, Riot and GOG games) now gets one by itself when the Gaming page scans your games: from its store's own pictures, else from Steam's store, where most of these games are sold too. There's no Download covers question any more. A game Steam doesn't have keeps its initials rather than getting another game's picture.
- No G-SYNC warning while G-SYNC is on. The yellow "G-SYNC looks switched off for your display" line under the G-SYNC boost is gone; the display report it relied on said "off" even with G-SYNC switched on.
- A quieter search box. The list under an empty search box now shows only Start typing…, without the Ctrl+K line. Ctrl+K and Ctrl+F still jump to the box.
In detail
- Only the game's name (or its Steam app number) is sent: a search on
store.steampowered.com, the game's pictures fromapi.steampowered.com, and the pictures themselves from Steam's picture servers. Names have to match exactly, apart from capitals, ™ and ®, apostrophes, punctuation, accents and the edition ("Deluxe Edition", "GOTY"), so a DLC or another game of the series is never taken for it. - The tall 600 × 900 cover comes first; when a game has none, Steam's wide store picture is used instead. Newer games keep their pictures under addresses with a code in them, which Coreloom now asks the store for, so recent releases get their covers too.
- Pictures are saved in
%LOCALAPPDATA%\Coreloom\Artworkand reused. A game nothing is found for is looked up again after a week; when the internet can't be reached, it simply tries again next time.
Feedback
Something still not where it should be? Open an issue with a screenshot and a CoreloomDiag report.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
Coreloom 1.4.3
A smoother, lighter in-game overlay and three new boosts: the frame-time graph now glides at your display's pace and reacts at once, the overlay drops its outline and stays out of your game's way, the frame pacer is now the frame limiter, and the Boosts section adds G-SYNC, a sized NVIDIA shader cache and Auto HDR.
Highlights
- A fluid frame-time graph. The overlay's graph used to step along at a low, uneven rate. It now draws on a thread of its own, on a precise timer, at an even share of your display's refresh rate (120 times a second on a 240 Hz display), with every frame placed at the moment it was shown, so it glides smoothly and a spike shows up the moment it happens. It looks exactly like the preview in the overlay's settings.
- Out of your game's way. The overlay is drawn on the processor, never on the graphics card the game is using; the graph's thread and the frame-rate reader run at low priority and allocate nothing as they go; while a game is in front, Coreloom as a whole steps down to below-normal priority so the game's threads always come first; and the overlay only re-asserts itself on top when another window actually covers it.
- No outline on the overlay. The overlay is just the smoked glass now, the same as its preview, without the light rim around it.
- Frame limiter. The frame pacer is renamed Frame limiter everywhere: the Gaming page, its messages, search and the overlay's settings.
- G-SYNC & adaptive refresh. A new boost (NVIDIA) turns on G-SYNC for fullscreen and windowed games, so the display's refresh follows the frames the graphics card sends: no tearing and less stutter. It recommends keeping your frame limit just under the refresh rate (for example 237 FPS on a 240 Hz display), says when G-SYNC is switched off for your display in the NVIDIA Control Panel, and isn't offered on a display without variable refresh. It improves how frames are shown, not the frame rate itself.
- NVIDIA shader cache, sized. The shader cache boost now has a size: 10 GB (recommended), 100 GB for a big game library, or Unlimited, with the limit currently set shown under the picker. A bigger cache keeps compiled shaders between sessions, so fewer stutters come back; it doesn't remove every shader stutter or raise the average frame rate.
- Auto HDR. A new switch (Windows 11, HDR display) gives SDR games HDR brightness and color. Use a game's own HDR when it has one, and don't stack it with RTX HDR. As it changes how games look rather than how they run, Boost now leaves it alone and it isn't counted with the boosts.
- Clearer boosts. Every boost card now shows what it helps with (Latency, Performance, Frame stability, Smoothness, Visual fidelity), and the new ones also show a recommendation and what they don't do.
- No Ctrl K badge. The search boxes no longer show the Ctrl K badge. Ctrl+K and Ctrl+F still jump to the search box.
In detail
- G-SYNC is set in the NVIDIA driver's global profile (the same settings as Set up G-SYNC and Enable G-SYNC globally), along with Windows 11's Optimizations for windowed games variable-refresh setting; turning the boost off puts the driver back to its default, fullscreen only.
- The shader cache size is the driver's Shader Cache Size setting. The boost counts as on when a size of 10 GB or more is set, and turning it off puts back the driver's default. Changing the size while it's on applies it at once.
- Auto HDR is Windows' own setting (Settings › Display › Graphics). Coreloom checks for an HDR display and asks you to turn HDR on when it's off.
- On a PC whose precise timer still wakes late (some virtual machines), the graph asks Windows for a 1 ms timer for Coreloom while it draws, as games do.
- The graph's own window is see-through to clicks, never takes focus, and is never in the taskbar or Alt+Tab, like the overlay. Nothing is injected into games.
Feedback
Something still not where it should be? Open an issue with a screenshot and a CoreloomDiag report.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
Coreloom 1.4.2
Polish for the new design: temperatures take their own colors, the edge glow matches each card, the collapsed sidebar shows its icons in full, dropdowns stay with their box, the search list sits centered under the search box, and Coreloom's shortcuts switch to the dark-mode icon too.
Highlights
- Temperatures in their own colors. Temperature gauges and cards now show how warm a reading is, like a thermometer: a blue gradient when cool, teal-green when normal, amber to orange when warm and orange to red when hot. The card's glow, its sparkline and its icon take the same color, and it fades smoothly from one to the next as the temperature changes. This covers the Graphics and Processor temperature cards and the GPU and CPU temperature cards on the dashboard.
- An edge glow in the card's own color. Hovering a card lights its edge in the color already glowing inside it (green for graphics, blue for a cool temperature, your accent on the banners), as a soft glow spreading just outside the edge with a bright line on it. The second, shifted shade is gone, so the hero card no longer glows purple.
- Collapsed sidebar icons in full. With the sidebar collapsed, every icon sits centered in its button instead of being cut off on the right, and the logo, the expand button and the update badge line up with them.
- Dropdowns stay put. While a dropdown list is open (the frame pacer's Apply to and every other picker), the page under it no longer scrolls: the wheel scrolls the list itself when it is long, and otherwise does nothing. If the page moves another way, the list moves with its box, and closes once the box scrolls out of view.
- Search list centered. The quick-search list on the Devices and Gaming pages now sits exactly under the search box, the same width and centered, whatever Windows' left- or right-handed menu setting is.
- Dark-mode icon on your shortcuts. With the dark theme on, Coreloom's Start menu entry, desktop shortcut and pinned taskbar button show the dark-mode icon too, and go back to the usual icon with the light theme.
In detail
- Windows draws a shortcut's icon from the shortcut itself, so Coreloom points its own shortcuts (named Coreloom and starting this copy of Coreloom.exe) at
coreloom-dark.ico, which now installs next to the app. A shortcut you gave an icon of your own is left alone. Explorer is told to redraw them; a pinned taskbar button can take until Explorer next refreshes its icons. - An update reinstalls the shortcuts with the usual icon; Coreloom switches them back as it starts.
- With Reduce motion on, a temperature's color changes without fading.
Feedback
Something still not where it should be? Open an issue with a screenshot and a CoreloomDiag report.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
Coreloom 1.4.1
A design overhaul: smooth squircle cards that glow in their own colors, a darker dark mode, a floating glass sidebar, tick-ring gauges, liquid toggles, quick search and eased scrolling, crisper text, an animated splash with a dark-mode icon, and a redesigned in-game overlay with a frame-time graph. The frame pacer can now limit one game on its own.
Highlights
- Squircle cards everywhere. Every card, tile, button, field, menu and pop-up has smooth, continuously curved corners (the same corner Apple uses), drawn the same way everywhere.
- Cards that glow. Cards with data light up in their own color from below, with a lit lower edge and a glassy top rim: the processor card in blue, graphics in green, memory in violet, health in its status color, the page banners in your accent. Move the pointer over one and its edge lights up where the pointer is, in two shades, following it smoothly and growing brighter as you near the edge. Only the edge glows, never the content.
- Darker dark mode. The background is now near-black (not black), with cards, fields and tracks a step deeper, and secondary text a touch brighter so it stays easy to read.
- Floating glass sidebar. The sidebar floats in from the window's edges as a pane of liquid glass: a squircle with a bright rim along its top and bottom corners, over two soft lights in your accent colors (and Windows' Mica, when it's on).
- Gauges as glowing tick rings. Every gauge is a ring of fine ticks: lit ones brighten toward the head, which reaches a little further and glows, and the bigger gauges have a soft orb of light inside. They keep the green, blue, orange and red scale and still glide with the reading.
- Liquid toggles. Press a switch and its knob swells into a clear glass lens over the track; let go and it flows across with a springy overshoot as the track fills with your accent.
- Quick search. The search boxes on the Devices and Gaming pages drop a panel down as you type: Show all matches plus the best few results with their icon and details. Use the arrow keys and Enter, or click; Ctrl+K or Ctrl+F jumps to the search box from anywhere on the page.
- Smooth scrolling. Scrolling with the mouse wheel or touchpad glides and eases into place everywhere, and lists inside a page scroll before the page does.
- Animated splash and dark-mode icon. The startup splash is now 16:9, with ribbons of blue light flowing across deep navy, the icon on a breathing halo, the wordmark and a glowing striped loading bar that moves on with each startup step. A new dark-mode icon (the mark on a dark glass tile with a blue rim) replaces the light one in the window, taskbar, tray, sidebar, About page and splash whenever the dark theme is on.
- Per-game frame limits. The frame pacer has an Apply to picker: keep one limit for all games, or pick a game to give it a limit of its own, set in the NVIDIA driver's profile for that game's program. Games with their own limit show as chips under the picker, where × removes the limit again.
- In-game overlay redesign. The overlay is a squircle of smoked glass with a light rim, the FPS number is bigger and bold, a new frame-time graph under it shows how evenly frames arrive (stutters show as amber or red spikes), and a small green mark with the limit appears while the frame pacer limits the game in front, with the pacer's target as a dashed line on the graph.
In detail
- Text is crisper: large text (titles, headline numbers, the splash) is laid out with its true glyph shapes, the pages sit on an opaque layer so text keeps ClearType, and the sidebar's text is smoothed in grayscale where Mica shows through it.
- Headline numbers on cards use bold Inter with fixed-width digits, so they don't jitter as they count.
- The frame-time graph is on by default for everyone who shows the frame rate on the overlay; it can be turned off with the other readings in the overlay's settings, where the preview shows a sample trace until a game runs.
- A game's own limit applies from its next start. When NVIDIA already has a profile for the game (most popular games), the limit is set there; otherwise Coreloom creates a profile named Coreloom: game name, and deletes it again when the limit is removed.
- The overlay knows a game is paced from the limits set in Coreloom (and the all-games limit, also when it was set in the NVIDIA Control Panel and the Gaming page has seen it since).
- With Reduce motion on, scrolling, the splash, the cards' edge light and the gauges move without animation.
Feedback
Found a bug, or a game whose own limit doesn't take? Open an issue and attach a CoreloomDiag report.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
Coreloom 1.4.0
A new Gaming tab brings your games and the settings that make them run best into one place: your library as cards or covers, one-click boosts for Windows and the graphics card, a frame pacer for even frame times on high-refresh displays, and shader-cache care for fewer stutters.
Highlights
- Gaming tab. A new tab above Graphics. The banner shows how many boosts are on, the game you're playing with its frame rate, your display's refresh rate, the frame limit and the graphics driver, and Boost now turns on everything that's off.
- Your games, as cards or covers. Installed games from Steam, Epic Games, GOG, Xbox, Ubisoft Connect, EA app, Battle.net and Riot, as a list of cards or a grid of covers. Search, sort by recently played, name or size, start a game with Play, or open its folder. Covers come from your launchers' own picture caches; games without one can download it from their store, only when you ask.
- Performance boosts. Switches for hardware-accelerated GPU scheduling (HAGS), the Ultimate Performance power plan, Game Mode, Windows 11's optimizations for windowed games, turning off Xbox Game Bar's background recording, and the NVIDIA driver's Prefer maximum performance mode. Each switch shows whether it's on and can be turned off again; switching Ultimate Performance off goes back to the plan you had.
- Frame pacer. A frame-rate limit for every game, set in the NVIDIA driver's own high-precision limiter, so nothing is added to games and it's safe with anti-cheat. Automatic picks a limit just under your refresh rate (138 FPS on 144 Hz, 224 on 240 Hz) so G-SYNC or FreeSync stays engaged and frames never queue up. While you play, the card shows the game's FPS, 1% low and how evenly its frames arrive.
- Shader cache. An Unlimited shader cache switch makes the NVIDIA driver keep every pipeline it compiles, so games don't compile the same shaders again mid-play. The card shows how much is cached and tells you when a new driver has reset the caches.
In detail
- Settings › Updates moved to the bottom of the Settings list, below About.
- HAGS takes effect after a restart; the switch says Restart to finish until then.
- Games start through their own launcher as you, not as administrator, even though Coreloom runs elevated.
- The frame pacer and shader-cache switch need an NVIDIA graphics card. On AMD graphics the card explains where AMD Software has the same settings.
- Coreloom doesn't pre-compile shaders by injecting into games, as some tools do: that is exactly what anti-cheat systems ban for.
Feedback
Found a bug or a game that's missing from your library? Open an issue and attach a CoreloomDiag report.
Verify your download: compare the file's SHA-256 with SHA256SUMS.txt (PowerShell: Get-FileHash .\<file> -Algorithm SHA256). The in-app updater does this automatically.
Installer (recommended): per-user install (no administrator rights needed to install), updates in place from inside Coreloom. Coreloom itself always runs as administrator, so Windows asks for approval when you start it by hand.
Portable zip: unzip anywhere and run Coreloom.exe; settings stay in the Data folder next to it.
