explaingit

swately/phyriadfg

Analysis updated 2026-05-18

9C++Audience · developerComplexity · 4/5LicenseSetup · hard

TLDR

An experimental Windows tool that generates extra video frames for any game by analyzing captured screen output. Makes games look smoother without requiring engine access, driver support, or game modifications.

Mindmap

mindmap
  root((PhyriadFG))
    What it does
      External frame generation
      Works on any game
      Synthesizes in-between frames
    Multi-GPU Pipeline
      iGPU for capture
      Second GPU for optical flow
      Primary GPU for warp
    Limitations
      Adds input latency
      No engine depth data
      Windows only
    Tech
      C++ and Vulkan
      Tauri launcher UI
      MIT license
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Code map

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What do people build with it?

USE CASE 1

Apply frame generation to any game on Windows without waiting for official driver or engine support

USE CASE 2

Study how external-capture optical-flow frame interpolation works at the code level

USE CASE 3

Test multi-GPU frame generation pipelines across different hardware configurations

USE CASE 4

Make single-player games feel smoother on mid-range GPUs without raw framerate gains

What is it built with?

C++VulkanTauriWindows

How does it compare?

swately/phyriadfgkhenderson20/clearcoresyrnitram/recon-ground-drone
Stars999
LanguageC++C++C++
Setup difficultyhardmoderatehard
Complexity4/54/54/5
Audiencedeveloperdeveloperdeveloper

Figures from each repo's GitHub metadata at analysis time.

How do you get it running?

Difficulty · hard Time to first run · 1h+

Requires Windows, the Vulkan SDK, MSVC Build Tools, and Ninja, must compile from source and set VULKAN_SDK environment variable before building.

MIT license: use, modify, and distribute freely, but keep the copyright notice crediting Eduardo Ramos Mendoza.

In plain English

PhyriadFG is an experimental Windows tool that makes games appear to run at a higher frame rate by generating extra frames in between the real ones. Unlike similar features built into graphics card drivers or game engines, this tool works entirely from outside the game: it captures whatever the monitor is displaying, figures out how things moved between frames, creates a synthetic in-between frame, and displays it. Because it only sees the final image and has no access to the game's internal data, it works with any game on any engine. The trade-off is that guessing motion from pixels alone is harder than having the game provide motion hints directly. Newly revealed areas of the screen, such as when a character moves and uncovers the background, are the trickiest situations for this approach. The tool is designed to use multiple graphics cards at once. On a machine with a dedicated GPU and an integrated GPU, the integrated one handles the initial screen capture and conversion, a second GPU handles the motion analysis, and the main GPU handles the final frame blending and display. On a single-GPU machine, the same pipeline runs on one card, which is slower but still functional. Generating extra frames comes with a cost: there is added delay before each synthetic frame appears on screen. The tool reports this delay live while it is running. This kind of frame generation is better suited to making games feel smoother during exploration or story sequences than for situations where reaction time matters. PhyriadFG is a student-built, experimental project currently at version 0.4.0. It runs on Windows and requires a Vulkan SDK and Microsoft build tools to compile from source. A launcher with a simple graphical interface is included for picking which game window to target. The project is open-source under the MIT License.

Copy-paste prompts

Prompt 1
How do I build PhyriadFG from source on Windows and point it at a running game window?
Prompt 2
How does PhyriadFG distribute work across a multi-GPU setup with an iGPU, a second GPU, and a primary display GPU?
Prompt 3
What does the lat stat in PhyriadFG represent and how much latency can I expect from external frame generation?
Prompt 4
How does PhyriadFG handle disocclusion artifacts when fast-moving objects reveal background areas between frames?

Frequently asked questions

What is phyriadfg?

An experimental Windows tool that generates extra video frames for any game by analyzing captured screen output. Makes games look smoother without requiring engine access, driver support, or game modifications.

What language is phyriadfg written in?

Mainly C++. The stack also includes C++, Vulkan, Tauri.

What license does phyriadfg use?

MIT license: use, modify, and distribute freely, but keep the copyright notice crediting Eduardo Ramos Mendoza.

How hard is phyriadfg to set up?

Setup difficulty is rated hard, with roughly 1h+ to a first successful run.

Who is phyriadfg for?

Mainly developer.

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