The information tab shows data about the calculated game performance.

If the current game has been recognized it will also show its name here.

An unknown game will not even attemp to apply any depth based shaders.



In that case, the depth dependant options will be disabled and unavailable.

Along with the actual GPU's name, the currently selected post processing pipeline render target bitness will be shown.

The fpsc's pipeline automatically promotes the per channel bit depth of its render targets the moment it is forced to work with a source render target or texture with a higher channel bitness than the one it is using, this change is permanent, it only goes up to preserve as much detail as it can and to prevent color banding on some games.

All other items in this tab come from the graph system, the very same system that draws the graph also keeps count of all the info about game performance.



FPS current is the amount of times directx present has been called successfully in the previous second, frames per second.

FPS maximun is the highest frames per second value since the game started or the information data was reset.

FPS minimun is the lowest frames per second value since the game started or the information data was reset.

FPS average is the average of all samples configured on the FPS tab.

Time below 30 is the percentage of time the game has been below 30 fps since the game started or the information data was reset.

Time below 60 is the percentage of time the game has been below 60 fps since the game started or the information data was reset.

The 'time below' indicators work by counting the amount of times 'FPS current' was below a predefined value and comparing it with the sampled data.