DraFG Playtest · published
DraFG has been redesigned to show what matters and keep everything else one click away.
The top of the panel shows what DraFG is doing, such as 30 → 60 fps, with a Frame generation switch beside it; turn it off to see the original frames (it replaces Compare). Below is one page with the settings you change most: Capture, Show as, Model, Frames, Mode and Buffer, which shows the delay it adds, for example 1 frame +33 ms. Everything else has its own page: Advanced, Performance and Shortcuts.
The Frames slider now runs from 2x to 16x. Extrapolate is now marked Preview, and Display → Capture memory is now Advanced → Capture mode.
While the controls are hidden, the fps figures and the corner badge are now one counter: the game's frame rate and DraFG's (30 → 60 fps), with a bar for how much of its time budget frame generation uses. The bar turns amber as it gets close and red past 100%, and the counter says how many frames were missed. Click it to bring the controls back.
Once a video is open, its settings are a few rows: Mode, then Frame rate or Speed, then Model. Size, scene cuts and format are under Advanced, and Render, with its time estimate, stays at the bottom.
Smooth motion's frame rate is a slider over common rates (48 to 360 fps), and Exact rate… takes any other. Slow motion reaches every step from 2x to 16x slower. While rendering, Studio shows the percentage, the time left and the latest frame; when it's done, a timeline marks every scene cut it held.
The Surge 1.6 model slider now has two stops, Mobile and Max. Mobile is a faster model for handhelds and low-power GPUs, and each extra frame at 3x and above costs very little. In return it is softer in fast motion and around HUD text. It interpolates only, and it's in Studio too. Max stays the default; use it whenever your GPU can run it.
Advanced → Frame size now lists all 12 sizes, from 640x360 to 3840x2160. With Match input, DraFG warns when no size has your picture's shape and runs at the closest one. A 1366x768 game now generates at 1280x720 instead of 854x480, and an unusually shaped window no longer falls back to a very small size.
Advanced → Matrix cores (Automatic / On / Off) decides whether Vulkan Fast uses NVIDIA Tensor cores or the AI accelerators of Radeon RX 7000 and later. Automatic uses them where the GPU really has them and leaves them off where the driver only emulates them, which is slower.
Integrated graphics without matrix cores now take a path made for them. On AMD Ryzen built-in graphics, Surge Max at 960x540 went from about 15 ms to about 4 ms per generated frame in our tests on Linux.
DraFG now runs in Steam Deck Game Mode, beside your game, and you control it from the Quick Access menu with the DraFG plugin for Decky Loader. Steam Deck support is a Preview. The plugin is open source, contains no part of DraFG, and starts the DraFG you installed from Steam. Get DraFG.zip and the install steps from the Downloads page on draske.com.
Set Quick Access → Performance → Frame Limit to half your refresh rate (30 on 60 Hz, 45 on 90 Hz) and the game's own frame cap higher or off, then turn on Frame generation in Quick Access → DraFG. The plugin shows one line, for example 30 → 60 fps · +33 ms: the game's frame rate, what DraFG shows, and the delay it adds.
DraFG's timing is built for Game Mode: one picture per screen refresh, with its delay set as small as your GPU allows, so there is nothing to tune. The multiplier is a ceiling; DraFG never goes past the screen's refresh rate.
When something is in the way, DraFG says so in the top-right corner of the screen, with what to change. Uneven frame timing means the game sets its own pace instead of Steam's frame limit; the warning names the limit to use. GPU can't keep up and Variable refresh is on count down from 5, then DraFG steps aside and the game plays as normal. When the GPU was the reason, DraFG tries again a little later.
DraFG now has an Android app for handhelds with Android 13 or newer and a Snapdragon chip. Owning DraFG or the DraFG Playtest on Steam unlocks it: sign in with your Steam account in the app. Download it from the Downloads page on draske.com.
At 3x and above, a generated frame that missed its slot no longer makes the picture jump back to the last real frame.
A frame the game itself delivered late no longer counts as DraFG's miss; it appears on the Performance page as Late game frames.