Frame generation for any GPU. GameFrame multiplies the frame rate of games that never shipped with it, scales windowed games to full screen, finds your library automatically and remembers per-game settings — with a target FPS mode that works the multiplier out for you.
Release Date:
August 2026
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Early Access Software

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Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Because we cannot buy every computer. GameFrame has to work across three GPU vendors, hybrid laptops, handhelds, every refresh rate and thousands of games that each behave slightly differently. It works on everything we have; the next thousand configurations belong to you. Early Access is how we find the ones we cannot predict, and how the people actually using it get to set our priorities.”

Approximately how long will this software be in Early Access?

“3 to 6 months is the plan. We will leave when the incoming reports get quiet, not when a date arrives.”

How is the full version planned to differ from the Early Access version?

“Same product, better everywhere: higher generation quality, wider game and hardware coverage, more games that are configured correctly out of the box, more languages, and more decisions made for you instead of by you. Everything added during Early Access is included in your purchase.”

What is the current state of the Early Access version?

“Complete and in daily use, not a preview. Working today: frame generation with target FPS and fixed multipliers, four quality presets, scaling with sharpening, borderless full-screen mode, automatic library detection, per-game profiles with automatic switching, display-aware recommendations, the configurable overlay, GPU selection, and the optional Pulse latency mode with its anti-cheat safeguard. Early Access is about coverage and polish, not missing foundations.”

Will this software be priced differently during and after Early Access?

“We expect a modest price increase when the full version arrives. Early Access is the lowest price GameFrame will have, and the full version is free for anyone who bought it early.”

How are you planning on involving the Community in your development process?

“The Steam discussions are where this gets decided. Tell us about a game that behaves oddly, a GPU that does something strange or a setting that should have been automatic. GameFrame can produce a diagnostic package to attach to your report, so nobody has to describe a problem in the dark. Our list of pre-configured games is meant to be community-built — each game somebody solves is a game that simply works for everyone after them.”
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Planned Release Date: August 2026

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About This Software

Game Frame makes almost any Windows game look and feel smoother by inserting AI-generated frames between the frames your game actually renders. It runs its own Direct3D 11 engine outside your game — nothing is hooked, patched or injected — so it works on AMD, NVIDIA and Intel graphics without a vendor SDK or a specific generation of hardware. Frame generation, scaling, a configurable performance overlay and per-game profiles all live in one app.

AI Frame Generation

Choose a multiplier and Game Frame fills in the gaps between your game's real frames, so motion looks smoother without changing a single setting inside the game itself.
  • Fixed multipliers from 2x to 6x, switchable while you play — no game restart.
  • Four one-click presets — Quality, Balanced, Performance and Ultra Performance — each pairing an AI model with a matching optical-flow resolution.
  • Six AI models and a 25-100% flow resolution slider, for when you would rather tune it yourself.

It adapts to your GPU

This is the part that usually goes wrong. Game Frame measures how long its own AI pass takes, compares it to the time between two of your game's frames, and adds as many frames as actually fit in the budget that is left. If a pass will not fit, it steps back rather than taking performance away from the game — and starts generating again by itself as soon as there is room.
  • Target FPS mode: enter one number instead of a multiplier and Game Frame works out the rest, from 1x up to 6x, adjusting as your frame rate moves.
  • A single button fills that target in with your monitor's refresh rate.
  • An optional Force Multiplier mode holds your chosen ratio steady instead, for when you want the multiplier constant.

Runs outside your game

Frame generation, scaling and the overlay never inject code into your game. Game Frame captures the game window the way Windows itself does and presents to its own window: no DLL proxy, no API hooking, no memory patching, no keyboard or mouse hooks. It does not even take a function key away from you, because it registers no hotkeys at all.

The AI network runs on ordinary Direct3D 11 compute shaders. The first time you launch it, Game Frame times several shader strategies against your actual graphics card using the real workload, keeps the fastest and remembers the result — so it tunes itself to your hardware instead of assuming. On laptops with two GPUs you can choose which one runs the engine.

Scaling and image controls

Play windowed and let Game Frame fill the screen. The captured window is scaled with a Catmull-Rom bicubic filter and finished with an adjustable contrast-adaptive sharpening pass. When the captured area already matches your display, the frame passes through untouched.
  • Scaling, sharpening and V-Sync all apply live, while the game is running.
  • Your mouse stays inside the game's window while it is focused, so you can still reach every edge of a scaled image — and you see one cursor instead of two.

Performance overlay

See exactly what you are getting: your game's own frame rate next to the presented rate, frame time, effective multiplier, latency, AI inference time, and which model and flow resolution are running. Put it in any corner as a horizontal bar or a vertical panel, pick the text size and background opacity, and lay the whole thing out against a live preview inside the app before you ever start a game.

Your games, your profiles

Game Frame reads your installed Steam, Epic Games and Riot titles from local files — no account sign-in, no internet connection — and lays them out as a cover-art grid using the artwork Steam has already cached on your PC. Anything else can be added by pointing Game Frame at its .exe.
  • Every game keeps its own profile. Changes save as you make them: no Save button, no config files to edit.
  • Game Frame notices when a game from your library starts and brings it up on the Home screen.
  • One click strips a windowed game's border and expands it to fill the monitor — and puts it back when you are done.

Tune it while you play

Alt-tab out, change the multiplier, the model, the flow resolution, the sharpening or the entire overlay, then alt-tab back. It takes about a second and your game keeps running. Only a handful of settings — turning frame generation on or off, the capture method, the output display and the GPU — need the engine restarted, and Game Frame locks those in the interface while it is running so you cannot get it wrong.

Requirements

  • Only windowed and borderless modes are supported. Games locked to their own exclusive fullscreen will not work — Game Frame includes a one-click borderless converter and a Windows compatibility helper to get most titles there.
  • Free GPU headroom is preferred. Game Frame does its work on the same GPU as your game, so with little headroom left you will see a lower delivered multiplier.
  • A higher base frame rate gives a better result. 45-60 FPS and up is where frame generation looks cleanest; at very low base frame rates the generated frames have much less to work with.
  • Frame generation adds latency by design. An in-between frame cannot exist until the next real frame has arrived, so roughly one of your game's frames is held back before display — around 17 ms at a 60 FPS base and around 33 ms at a 30 FPS base on our test system. This is inherent to interpolation.
  • Game Frame's pipeline is SDR. On a display running in HDR mode the output can look washed out; switch the display to SDR while using Game Frame.
  • Game Frame's output window is excluded from screen capture, so recordings made by other software will show your game rather than Game Frame's generated frames.
  • Windows only. Game Frame is built on Direct3D 11 and the Windows capture APIs; there is no Linux, Steam Deck or macOS version.
  • Anti-cheat vendors act at their own discretion regarding any third-party tool. Game Frame injects nothing into your game, but that is not a guarantee against detection or account penalties — use your own judgement in online games.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Only the store capsule images and marketing assets were created with the assistance of AI tools to enhance visual quality. No in-software code, gameplay mechanics, or core content is AI-generated. We have ensured that these images do not infringe on any third-party IP.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Memory: 8 GB RAM
    • Graphics: Modern integrated GPU
    • DirectX: Version 11
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 64-bit
    • Memory: 16 GB RAM
    • Graphics: DirectX 12 GPU
    • DirectX: Version 12
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